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.
Allowing more then 4 saves

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 86
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.
Code: [Select]
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

Code: [Select]
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)

Code: [Select]
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)


Code: [Select]
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)

Code: [Select]
draw_party_characters(152, 58)

draw_playtime(0, 34, contents.width - 4, 2)

This is my edit.

Code: [Select]
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).
« Last Edit: May 20, 2008, 07:35:31 PM by lilrock »

*
Resident Cloud
Rep:
Level 91
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

***
Rep:
Level 87
ohheythar :O
Like this;
Code: [Select]
THIS IS A CODE BAWKS.

**
Rep: +0/-0Level 86
Yo, thanks guys :tpg: and hopefully you can read it now  ;8

**
Rep:
Level 86
Deviant Designer
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.

**
Rep:
Level 85
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
"If you build it, they will play it"

*
Resident Cloud
Rep:
Level 91
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:
Code: [Select]
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