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Save and Load

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Rep:
Level 88
Please i need other script to Save and Load window.
Please post your script.  :lol: ;)

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Revolution is not a bed of roses.
Rep:
Level 91
Project of the Month winner for July 2009
Just make a new project and get it yourself.

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Rep:
Level 88
I hawe only idea for Save and Load Screen and i don't know create it.
My idea:

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Rep:
Level 88
And i need a save to more them 4 file save.

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Rep:
Level 88
Gone.
Kagome, its possible to do what your asking but, you'd need blizard of some one highly trained in kara-scripting-tay
Good Bye. RMRK you were cool while I wasn't there.

*****
Rep:
Level 89
I'm back again. Again.
Morrie is right, you would need to be really good with scripting to manipulate that.

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Rep:
Level 96
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
Quote
This script allows you to have unlimited save files. Only four files are shown at once, but the list can be scrolled. To use this script, replace the class Scene_File with the one shown, and replace the initialize method in Window_SaveFile with the one shown. To choose the maximum number of save files for your game, change the value of the constant SAVEFILE_MAX (shown in red below).

This script can be used with my overwrite confirmation script, but it is your responsibility to combine this script with that one.

Code: [Select]
class Scene_File
  SAVEFILE_MAX = 99
# -------------------
def initialize(help_text)
  @help_text = help_text
end
# -------------------
def main
  @help_window = Window_Help.new
  @help_window.set_text(@help_text)
  @savefile_windows = []
  @cursor_displace = 0
  for i in 0..3
    @savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))
  end
  @file_index = 0
  @savefile_windows[@file_index].selected = true
  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update
    if $scene != self
      break
    end
  end
  Graphics.freeze
  @help_window.dispose
  for i in @savefile_windows
    i.dispose
  end
end
# -------------------
def update
  @help_window.update
  for i in @savefile_windows
    i.update
  end
  if Input.trigger?(Input::C)
    on_decision(make_filename(@file_index))
    $game_temp.last_file_index = @file_index
    return
  end
  if Input.trigger?(Input::B)
    on_cancel
    return
  end
  if Input.repeat?(Input::DOWN)
    if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1
      if @file_index == SAVEFILE_MAX - 1
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      @cursor_displace += 1
      if @cursor_displace == 4
        @cursor_displace = 3
        for i in @savefile_windows
          i.dispose
        end
        @savefile_windows = []
        for i in 0..3
          f = i - 2 + @file_index
          name = make_filename(f)
          @savefile_windows.push(Window_SaveFile.new(f, name, i))
          @savefile_windows[i].selected = false
        end
      end
      $game_system.se_play($data_system.cursor_se)
      @file_index = (@file_index + 1)
      if @file_index == SAVEFILE_MAX
        @file_index = SAVEFILE_MAX - 1
      end
      for i in 0..3
        @savefile_windows[i].selected = false
      end
      @savefile_windows[@cursor_displace].selected = true
      return
    end
  end
  if Input.repeat?(Input::UP)
    if Input.trigger?(Input::UP) or @file_index > 0
      if @file_index == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      @cursor_displace -= 1
      if @cursor_displace == -1
        @cursor_displace = 0
        for i in @savefile_windows
          i.dispose
        end
        @savefile_windows = []
        for i in 0..3
          f = i - 1 + @file_index
          name = make_filename(f)
          @savefile_windows.push(Window_SaveFile.new(f, name, i))
          @savefile_windows[i].selected = false
        end
      end
      $game_system.se_play($data_system.cursor_se)
      @file_index = (@file_index - 1)
      if @file_index == -1
        @file_index = 0
      end
      for i in 0..3
        @savefile_windows[i].selected = false
      end
      @savefile_windows[@cursor_displace].selected = true
      return
    end
  end
end
# -------------------
def make_filename(file_index)
  return "Save#{file_index + 1}.rxdata"
end
# -------------------
end

Code: [Select]
class Window_SaveFile < Window_Base
# -------------------
def initialize(file_index, filename, position)
  y = 64 + position * 104
  super(0, y, 640, 104)
  self.contents = Bitmap.new(width - 32, height - 32)
  @file_index = file_index
  @filename = "Save#{@file_index + 1}.rxdata"
  @time_stamp = Time.at(0)
  @file_exist = FileTest.exist?(@filename)
  if @file_exist
    file = File.open(@filename, "r")
    @time_stamp = file.mtime
    @characters = Marshal.load(file)
    @frame_count = Marshal.load(file)
    @game_system = Marshal.load(file)
    @game_switches = Marshal.load(file)
    @game_variables = Marshal.load(file)
    @total_sec = @frame_count / Graphics.frame_rate
    file.close
  end
  refresh
  @selected = false
end

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**
Rep:
Level 88
"Script 'save_file' on line 23 syntax error"