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[Solved] [VXA] A few weird issues with menu and save screen script edits

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:D <3

I'm adding some customize-able stuff so you can tweak it if you need to, then I'm done!
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I can manage a bit of tweaking, but I'm overall really bad with scripts, so that should come in handy! *_* Man, you've really gone above and beyond!! ;o;
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I'm just glad I can help! Plus it doesn't hurt to get some of my RGSS3 skills back...
It's fun! Except the god damn face part... that was hell... :p

I'm kinda going options crazy... It should be very "customize-able" and I'm writing notes so you know what to change and all!
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DOUBLE POST!

:p

Done! It's configured to how you originally described it, but has options to change stuff, if you want to add in the changes, I added instructions. I hope they aren't too confusing...

Spoiler for:
Code: [Select]
=begin
                            *Yuyu Save Menu*
                                   by
                                Euphoria
                               
I used some code from Yanfly, so you might want to credit him as well...
Most likely he's already in your credits, so this is irrelevant. He's in
everyone's credits. It's crazy...

If you want to display the map name and save count, two features I threw in for
fun, go into the "Other Options" and set the variables to these values for the
best look:

NAME_SPOT = 1

MAP_NAME = true

SAVE_COUNT = true

OH! And change X_OFF to 100!

There ya go! Now you can see how many times you've saved, and what map you saved
on! How cool is that?! Alright, it's not that cool... whatever...

Thanks for the pokemanz! Enjoy!

=end
#===============================================================================
# Configuration ----------------------------------------------------------------
#===============================================================================
module Euphoria
  module Savemenu
   
#============================= System Settings =================================

    #Edit this ~ if you want to... (number of save files)
    SAVE_FILES = 10
   
#============================= Graphic Settings ================================

    #X-Offset of the actor's face, default = 2, Set to 100, if name spot is 1
    #or if map name is on
    X_OFF      = 2
   
    #Y-Offset of the actor's face, default = 2 (you only need to edit this if
    Y_OFF      = 2                              # you change the face size)
                                   
    #Width of the face graphic (in pixelz), default = 64
    FACE_X     = 64
   
    #Height of the face graphic (in pixelz), default = 64
    FACE_Y     = 64
   
    #It's probably best to keep the FACE_X and FACE_Y the same size, but go
    #ahead and fuck the face up by changing them, it might be fun...
   
    #Set to true to blur the face, default = false, this really only helps if
    #you change the face size to something weird, play with it if you want, it
    #may look better blurred to you :p
    BLUR_FACE   = false
   
#====== Other Options - Don't Touch Unless You REALLY Wanna Change Stuff =======   
   
    #The word that appears before the save file number, it's "File" by default
    #but you can change it to something else; "Save", "Game", "Penis", ya know
    #whatever...
    SAVE_PREFIX = "File: "
   
    #Change the area the name is drawn in, 1 means it will be drawn on the left,
    #2 means it will be drawn on the right, beneath playtime. Default = 2
    NAME_SPOT  = 2
   
    #True to draw map name on save file, false to exclude it
    MAP_NAME   = false
   
    #If map name is on, change this to whatever you want to display directly
    #above the map name, default = "Location: "
    MAP_NAME_PREFIX = "Location: "
   
    #If true, the number of times saved will be drawn on each file
    #CAUTION: this will overlap with name spot 2, so don't use name spot 2 while
    #this is true
    SAVE_COUNT = false
   
    #Text to show directly before the save count
    SAVE_C_PREFIX = "Saves: "
   
    #X-Offset for the save count number, used to make room for the save count
    #prefix
    SAVE_C_P_OFF = 60
   
  end
end
#===============================================================================
# END Configuration ------------------------------------------------------------
#===============================================================================

#===============================================================================
# Begin Core Code --------------------------------------------------------------
#===============================================================================
module DataManager
 
  def self.savefile_max
    return Euphoria::Savemenu::SAVE_FILES
  end
 
  def self.make_save_header
    header = {}
    header[:face]          = $game_party.leader
    header[:playtime_s]    = $game_system.playtime_s
    header[:mainname]      = $game_party.leader
    header[:system]        = Marshal.load(Marshal.dump($game_system))
    header[:timer]         = Marshal.load(Marshal.dump($game_timer))
    header[:message]       = Marshal.load(Marshal.dump($game_message))
    header[:switches]      = Marshal.load(Marshal.dump($game_switches))
    header[:variables]     = Marshal.load(Marshal.dump($game_variables))
    header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
    header[:actors]        = Marshal.load(Marshal.dump($game_actors))
    header[:party]         = Marshal.load(Marshal.dump($game_party))
    header[:troop]         = Marshal.load(Marshal.dump($game_troop))
    header[:map]           = Marshal.load(Marshal.dump($game_map))
    header[:player]        = Marshal.load(Marshal.dump($game_player))
    header
  end
 
end
#===============================================================================
# Create Help Window -----------------------------------------------------------
#===============================================================================   
class Scene_File < Scene_MenuBase
 
  def create_help_window
    @help_window = Window_Help.new(1)
    @help_window.arrows_visible = false
    @help_window.set_text(help_window_text)
    @help_window.x = 136
    @help_window.width = 288
  end
 
end
#===============================================================================
# Create Save File Contents ----------------------------------------------------
#===============================================================================
class Window_SaveFile < Window_Base
  attr_reader   :selected                 # selected

  def initialize(height, index)
    super(136, index * height, Graphics.width - 256, height)
    @file_index = index
    refresh
    @selected = false
    self.arrows_visible = false
  end
 
  def refresh
    contents.clear
    change_color(normal_color)
    name = Euphoria::Savemenu::SAVE_PREFIX + " #{@file_index + 1}"
    draw_text(182, 20, 200, line_height, name)
    @name_width = text_size(name).width
    draw_main_face
    draw_main_name
    draw_playtime(0, 0, contents.width, 0)
    draw_map_name
    draw_save_count
  end
 
  def draw_main_face
    header = DataManager.load_header(@file_index)
    return unless header
    draw_actor_mini_face(header[:party].leader, 0, 0, enabled = true)
  end
 
  def draw_actor_mini_face(actor, x, y, enabled = true)
    draw_actor_mini_face2(actor.face_name, actor.face_index, x, y, enabled)
  end
 
  def draw_actor_mini_face2(face_name, face_index, x, y, enabled = true)
    bitmap = Cache.face(face_name)
    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96)
    dest_rect = Rect.new(Euphoria::Savemenu::X_OFF, Euphoria::Savemenu::Y_OFF, Euphoria::Savemenu::FACE_X, Euphoria::Savemenu::FACE_Y)
    bitmap.blur if dest_rect.width < 96/2
    cache = Bitmap.new(dest_rect.width, dest_rect.height)
    cache.stretch_blt(Rect.new(0,0,dest_rect.width, dest_rect.height), bitmap, rect)
    bitmap.dispose
    contents.stretch_blt(dest_rect, cache, Rect.new(0,0,cache.width,cache.height), enabled ? 255 : translucent_alpha)
    contents.blur if Euphoria::Savemenu::BLUR_FACE == true
  end
 
  def draw_main_name
    header = DataManager.load_header(@file_index)
    return unless header
    aname = header[:party].leader
    if Euphoria::Savemenu::NAME_SPOT == 1
      draw_actor_name(aname, 2, 0, width = 112)
    elsif Euphoria::Savemenu::NAME_SPOT == 2
      draw_actor_name(aname, 182, 40, width = 112)
    else
      draw_text(0, 0, 112, line_height, "FUCK ;)")
    end
  end
 
  def draw_playtime(x, y, width, align)
    header = DataManager.load_header(@file_index)
    return unless header
    draw_text(x, y, width, line_height, header[:playtime_s], 2)
  end

  def draw_map_name
    if Euphoria::Savemenu::MAP_NAME == true
      header = DataManager.load_header(@file_index)
      return unless header
      draw_text(0, 20, 112, line_height, Euphoria::Savemenu::MAP_NAME_PREFIX)
      draw_text(0, 40, 112, line_height, header[:map].display_name)
    end
  end
     
  def draw_save_count
    if Euphoria::Savemenu::SAVE_COUNT == true
      header = DataManager.load_header(@file_index)
      return unless header
      draw_text(182, 40, 112, line_height, Euphoria::Savemenu::SAVE_C_PREFIX)
      draw_text(182 + Euphoria::Savemenu::SAVE_C_P_OFF, 40, 112, line_height, header[:system].save_count)
    end
  end
 
  def selected=(selected)
    @selected = selected
    update_cursor
  end

  def update_cursor
    if @selected
      cursor_rect.set(0, 0, 264, 68)
    else
      cursor_rect.empty
    end
  end
 
end
#===============================================================================
# END Script -------------------------------------------------------------------
#===============================================================================

If you want the window sizes to be adjustable as well let me know, it would be very simple to do.

Also, I have a small request if you don't mind, and it's possible :p
« Last Edit: August 03, 2014, 01:43:43 AM by Euphoria »
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That's awesome!!! ;_; The save menu looks fabulous and the options are an awesome addition!! ;o;

What's the request? :-)
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Glad you like it! :)

Need anything else scripted? I'm le bored.

As for my request:

I posted this in the thread for making/editing trainers already but no one replied yet, could you give me my prize (whatever this is worth) and put my trainer into the database? I wanna use him :)

My Website:

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Ohh! Gotcha! :) I can award you a shiny, but I don't think I can add it. ;_; Only Roph can do that, so I'll send him a message and let him know! ^_^

I'd say that one can beeeeeeeeeee...how about a regular shiny (31% + encounter rate)? ^_^

Also, I'll try to think of something that needs teh scripts! :-) I might have some little silly script edits on the backburner if you're bored, haha. Hopefully ones that won't be a pain in the butt this time. ;_;
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In that case, I'd like a shiny Alakazam, if you don't mind  :tinysmile:

And yeah, anything you need done works, pain-in-the-butt or not, I'm willing to try!
My Website:

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Shiny Alakazam was gifted to User Euphoria ! :-)

Also, I sent you a pm. :)
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Thank you so much!
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