Help & Request Thread

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It may be something that happened earlyer in the game..
But teleporting worked fine before that event.
 
@Shiny Umbreon: here it goes, any changes you want, just ask for.

Code:
# 18:37 4/22/2007
#================================================================
#GAME_SYSTEM
#================================================================
class Game_System
  attr_accessor :save_slot
  alias azura_gamesystem_initialize initialize
  def initialize
    azura_gamesystem_initialize
    @save_slot = nil
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#WINDOW_SAVEFILE
#================================================================
class Window_SaveFile
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 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
    if @file_index != $game_system.save_slot and $game_system.save_slot != nil
      self.opacity = 120
    end
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#SCENE_SAVE
#================================================================
class Scene_Save
  #==============================================================
  #UPDATE
  #==============================================================
  def update
    # Update windows
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      if $game_system.save_slot == nil or @file_index == $game_system.save_slot
        # Call method: on_decision (defined by the subclasses)
        $game_system.save_slot = @file_index
        on_decision(make_filename(@file_index))
        $game_temp.last_file_index = @file_index
        return
      else
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Call method: on_cancel (defined by the subclasses)
      on_cancel
      return
    end
    # If the down directional button was pressed
    if Input.repeat?(Input::DOWN)
      # If the down directional button pressed down is not a repeat,
      # or cursor position is more in front than 3
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor down
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # If the up directional button was pressed
    if Input.repeat?(Input::UP)
      # If the up directional button pressed down is not a repeat、
      # or cursor position is more in back than 0
      if Input.trigger?(Input::UP) or @file_index > 0
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor up
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
end
#================================================================
#END CLASS
#================================================================

I think it does what you asked for, if not, just tell me, ok? Place it above main and it should be ready to go.

~Azura.
 
@Shiny Umbreon: here it goes, any changes you want, just ask for.

Code:
# 18:37 4/22/2007
#================================================================
#GAME_SYSTEM
#================================================================
class Game_System
  attr_accessor :save_slot
  alias azura_gamesystem_initialize initialize
  def initialize
    azura_gamesystem_initialize
    @save_slot = nil
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#WINDOW_SAVEFILE
#================================================================
class Window_SaveFile
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 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
    if @file_index != $game_system.save_slot and $game_system.save_slot != nil
      self.opacity = 120
    end
  end
end
#================================================================
#END CLASS
#================================================================

#================================================================
#SCENE_SAVE
#================================================================
class Scene_Save
  #==============================================================
  #UPDATE
  #==============================================================
  def update
    # Update windows
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      if $game_system.save_slot == nil or @file_index == $game_system.save_slot
        # Call method: on_decision (defined by the subclasses)
        $game_system.save_slot = @file_index
        on_decision(make_filename(@file_index))
        $game_temp.last_file_index = @file_index
        return
      else
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Call method: on_cancel (defined by the subclasses)
      on_cancel
      return
    end
    # If the down directional button was pressed
    if Input.repeat?(Input::DOWN)
      # If the down directional button pressed down is not a repeat,
      # or cursor position is more in front than 3
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor down
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # If the up directional button was pressed
    if Input.repeat?(Input::UP)
      # If the up directional button pressed down is not a repeat、
      # or cursor position is more in back than 0
      if Input.trigger?(Input::UP) or @file_index > 0
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor up
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
end
#================================================================
#END CLASS
#================================================================

I think it does what you asked for, if not, just tell me, ok? Place it above main and it should be ready to go.

~Azura.

Thanks again Azura. The main idea is okay, and it works fine, but there are some problems:
1) There is no "File #" Text or information about the saved game (Heroes, Date Saved) as there was. It would be difficult to recognize saved games.
2) When you go back to the title and load files, the ones that were restricted in the last game are still dark.

I suppose you can fix those things.
 
Hmm, sorry but that doesn't happen to me at all...

[PokeCommunity.com] Help & Request Thread
[PokeCommunity.com] Help & Request Thread

Maybe some of your scripts are causing incompatibility. If that's the case, I won't be able to help you. Try the script in a fresh project, put it right above main.

Another thing that may be causing this issue is the non-legal version you may be using.

~Azura.
 
Hmm, sorry but that doesn't happen to me at all...

[PokeCommunity.com] Help & Request Thread
[PokeCommunity.com] Help & Request Thread

Maybe some of your scripts are causing incompatibility. If that's the case, I won't be able to help you. Try the script in a fresh project, put it right above main.

Another thing that may be causing this issue is the non-legal version you may be using.

~Azura.

The dark thing problem when Loading is okay in a new project. I might be able to fix it. The only script I'm using right now is the one you made for the intro. (I just added the Load Data thing on top and the BGM at the beginning of the intro.) Maybe if you reset the opacity of all files during the Scene_Intro script? I can't do that. I only know very basic script editing :(

I opened a project and saved and it was fine, then put your script and it's the same thing again. It's something like this:
 
Last edited:
Weird, it works for me. I won't be able to do anything if I can't really see the error.

Are you using a legal version? Does it work on a fresh project (no saved games, etc)?
 
Yeah, I meant to say the font.

In Main, line 10, it says: $defaultfonttype = "Tahoma". Just change Tahoma to another font.

He is not using a legal version. Look at the text at the top of his screen and compare it to yours.

So, I'll see what I can do about that.


A hard request: In the saved files, above the characters, there is some space. Is it possible to put 8 pictures above them. For each one, there will be a variable. If the variable is 0, it will be Picture 0 (Empty). If it's 1, Picture 1, and so on until Picture 4. It will help to determine the game's progress.
 
Last edited:
Yes, it can be done. However, I won't be able to help you if the scripts don't work on illegal versions.
 
Yes, it can be done. However, I won't be able to help you if the scripts don't work on illegal versions.

It's OK. I already said I'll try to get the solution soon. At least for now, I can try the script in the trial version.

It would be something like this:

[PokeCommunity.com] Help & Request Thread

The green and pink squares are supposed to be the eight pictures in their real size. They are each 27x26, for reference.
 
Last edited:
First of all, you'd need the systems for Pokégear and such done. Do you have them?
 
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