2 save / load screen questions

Rikert

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have 2 questions for changing something with the save / load screen, and if there is a simple script edit (if it can be simple) i can do?

Here the save screen, basic format.

#1: can i use faces rather than sprites? sprites i use are big.
#2: can i display gold? gold is a major factor in the game.

i know Yanfly Save Engine shows gold, but it's too cluttered with other information, don't need location, times saved, character names, etc. Rather keep it as simple as possible.

Thank you

 

Poryg

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custom edit would be the best option I think. However, that requires some scripting knowledge.
 

Harosata

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Window_Savefile is where we draw the characters and time on the file...and they both require headers loaded from DataManager. Of course, to load a header, we have to save a header, so there's make_save_header where we thankfully have the headers for characters and time...

===
Code:
module DataManager
def self.make_save_header
  header = {}
  header[:faces] = $game_party.faces_for_savefile
  header[:gold] = $game_party.gold
  header[:playtime_s] = $game_system.playtime_s
  header
end
end

class Game_Party
def faces_for_savefile
  battle_members.collect do |actor|
    [actor.face_name, actor.face_index]
  end
end
end

class Window_SaveFile < Window_Base
def refresh
  contents.clear
  change_color(normal_color)
  name = Vocab::File + " #{@file_index + 1}"
  draw_text(4, 0, 200, line_height, name)
  @name_width = text_size(name).width
  draw_party_faces(120, 58)
  draw_playtime(0, contents.height - line_height, contents.width - 4, 2)
draw_gold(0, contents.height - (line_height* 2), contents.width - 4)
end

def draw_party_faces(x, y)
  header = DataManager.load_header(@file_index)
  return unless header
  header[:faces].each_with_index do |data, i|
    draw_face(data[0], data[1], x + i * 96, y)
  end
end

def draw_gold(x, y, width)
  header = DataManager.load_header(@file_index)
  return unless header
  draw_currency_value(header[:gold], Vocab::currency_unit, x, y, width)
end

end
Not sure if this works, but theoretically should.
 

Rikert

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Window_Savefile is where we draw the characters and time on the file...and they both require headers loaded from DataManager. Of course, to load a header, we have to save a header, so there's make_save_header where we thankfully have the headers for characters and time...

===
Code:
module DataManager
def self.make_save_header
  header = {}
  header[:faces] = $game_party.faces_for_savefile
  header[:gold] = $game_party.gold
  header[:playtime_s] = $game_system.playtime_s
  header
end
end

class Game_Party
def faces_for_savefile
  battle_members.collect do |actor|
    [actor.face_name, actor.face_index]
  end
end
end

class Window_SaveFile < Window_Base
def refresh
  contents.clear
  change_color(normal_color)
  name = Vocab::File + " #{@file_index + 1}"
  draw_text(4, 0, 200, line_height, name)
  @name_width = text_size(name).width
  draw_party_faces(120, 58)
  draw_playtime(0, contents.height - line_height, contents.width - 4, 2)
draw_gold(0, contents.height - (line_height* 2), contents.width - 4)
end

def draw_party_faces(x, y)
  header = DataManager.load_header(@file_index)
  return unless header
  header[:faces].each_with_index do |data, i|
    draw_face(data[0], data[1], x + i * 96, y)
  end
end

def draw_gold(x, y, width)
  header = DataManager.load_header(@file_index)
  return unless header
  draw_currency_value(header[:gold], Vocab::currency_unit, x, y, width)
end

end
Not sure if this works, but theoretically should.
Thank you for the response.
Sorry to ask, but could you explain where i put this? Sorry for being a scrub with this.
 

Roninator2

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In the script list, go to the bottom and make a new entry in the list, paste the code into the new entry.
This would go below materials entry and above main entry.
 

Rikert

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Ah, thank you guys, looks much better.

 

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