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.
load game option for neo save system

0 Members and 1 Guest are viewing this topic.

***
Rep:
Level 81
Monster Hunter
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 :)

***
Rep:
Level 81
Monster Hunter

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
I'm on it.
it's like a metaphor or something i don't know

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Done.
Code: [Select]
#==============================================================================
# ** 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.
it's like a metaphor or something i don't know

***
Rep:
Level 81
Monster Hunter
Done.
Code: [Select]
#==============================================================================
# ** 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?

Code: [Select]
#==============================================================================
# ** 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

« Last Edit: June 19, 2011, 02:31:49 PM by Mitsarugi »

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
I'll take a look at it later tonight if possible.
it's like a metaphor or something i don't know

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
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, 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:
Code: [Select]
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.
it's like a metaphor or something i don't know

***
Rep:
Level 81
Monster Hunter
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, 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:
Code: [Select]
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 ^^

***
Rep:
Level 81
Monster Hunter

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
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.
it's like a metaphor or something i don't know

***
Rep:
Level 81
Monster Hunter
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?

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
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
Code: [Select]
Scene_File.new(false, false, false)
Will call the load screen.
it's like a metaphor or something i don't know

***
Rep:
Level 81
Monster Hunter
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
Code: [Select]
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 ^^

***
Rep:
Level 81
Monster Hunter
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

***
Rep:
Level 81
Monster Hunter