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[XP] Save Changes for XP

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Hey, I was wondering if there is a script that deletes the Save option from the start screen and makes it so that option can be added to certain events. In short makes it so you can make things on the world map save your progress and the option if not available in the start menu.
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

*
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By "Start Screen" do you mean "Main Menu"? Because you can do that by editing the default menu script I believe.

Adding the save menu to events is easy. On the third page of event commands in the second column at the bottom, there is a "call save screen" button. Just put that in an event.

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There should be an option to "Disable Save Access". If your game has an intro sequence, just slide it in there somewhere.

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2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
That won't get rid of the option though.

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Level 58
I'm talking about the circled option on the picture. How do I get rid of that?
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

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Well, a quick way of removing it completely would probably just be:
Code: [Select]
class Scene_Menu
  alias xp_dsble5_sve_upd_command update_command
  def update_command
    xp_dsble5_sve_upd_command
    if @command_window.index == 4
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
  end
end

class Window_Command
  alias xp_disable_sve12_init intialize
  def initialize(width, commands)
    commands.delete("Save")
    xp_disable_sve12_init(width, commands)
  end
end 

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I wouldn't know where to put that.
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

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Put it right under Scene_Debug.

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Level 58
I tried it. It has a problem with line 9. The game won't open.
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

**
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Destroy all the monsters...
also you can edit the Scene_Menu.
try this, first make a backup of you game.

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  # 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

EDIT:
and change this to:
Code: [Select]
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = "To Title"
    s2 = "Shutdown"
    s3 = "Cancel"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    # 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 window
    @command_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(4)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [To Title] Command
  #--------------------------------------------------------------------------
  def command_to_title
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Switch to title screen
    $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [Shutdown] Command
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # *  Process When Choosing [Cancel] Command
  #--------------------------------------------------------------------------
  def command_cancel
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to menu screen
    $scene = Scene_Menu.new(4)
  end
end

Nos vemos Ajuaah! 8)
« Last Edit: November 21, 2012, 03:48:06 AM by Arturo-Sagahon »
Click me, if wanna see more charas.-->
Spoiler for:

**
Rep:
Level 58
Is that meant to replace parts or go as an add on
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

**
Rep:
Level 57
Destroy all the monsters...
you must replace the 2 scripts, make a backup first. Scene_Menu & Scene_End.

Nos vemos Ajuaah!! 8)
Click me, if wanna see more charas.-->
Spoiler for:

**
Rep:
Level 58
wait so that replaces the entire Scene_Menu & Scene_End scripts?
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

**
Rep:
Level 57
Destroy all the monsters...
wait so that replaces the entire Scene_Menu & Scene_End scripts?

Yes... and this is change:



Nos vemos Ajuaah!! 8)
Click me, if wanna see more charas.-->
Spoiler for:

**
Rep:
Level 58
You are tiny. I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust, all things, everything dies.

Spoiler for A Thief's Tale:

**
Rep:
Level 57
Destroy all the monsters...
Well done. you can add or remove options in the script Scene_Menu,
check out "Frame Update (when status window is active)".

Nos vemos Ajuaah!! 8)
Click me, if wanna see more charas.-->
Spoiler for:

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