ACE save engine not working with disable save event.

Nanaki_Fan

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Hello,

I need some help.

I have currently sent up save crystals in my game. As such I have an event on the map that disables the save menu. All works well. That is untill I start using ACE Save Engine by Yanfly.

When using the save engine script i can load the save menu via the crystal but it does not allow me to save. I believe the event and the script are conflicting and so need to edit something in the script to make it compatible.

so to give an idea of whats going on:

event 1: disable save menu

event 2(crystal) allows save menu

Script: Allows to save, load and delete save files

Please help.

EDIT:  I am seem to have managed to get it to work - But i am not sure how haha.

Here are the bits I "hashed" out of the script:

Firstly I found this section in the script:

#==============================================================================
# ?! Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command

#--------------------------------------------------------------------------
# overwrite method: save_enabled
#--------------------------------------------------------------------------
def save_enabled; return true; end

end # Window_MenuCommand
Next I hashed out this bit: the def save_enabled; return true; end

so now this section looks like this:

#==============================================================================
# ?! Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command

#--------------------------------------------------------------------------
# overwrite method: save_enabled
#--------------------------------------------------------------------------
#def save_enabled; return true; end

end # Window_MenuCommand
As far as I could tell in game all that it did was grey out the save function in the menu. It still did not let me save the game at a save crystal. For that I did some more searching in the script (please understand my script knowledge is rubbish, I hardly have a grasp of how these things work).

I found this section:

#--------------------------------------------------------------------------
# save_enabled?
#--------------------------------------------------------------------------
def save_enabled?
return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
return false if SceneManager.scene_is?(Scene_Load)
return false if $game_system.save_disabled
return true
end
Now, I am not 100% sure but this seems to be the section that deals with calling up the save menu if its enabled or not if its disabled. As we have already prevented the save function being used in the menu via an event and hashing out the previous section I am making the assumption my issuie is that this section wont let me save becuase its detecting the menu as being disabled.

So we hash out these bits:

return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
return false if SceneManager.scene_is?(Scene_Load)
return false if $game_system.save_disabled

this gives us this:

#--------------------------------------------------------------------------
# save_enabled?
#--------------------------------------------------------------------------
def save_enabled?
#return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
#return false if SceneManager.scene_is?(Scene_Load)
#return false if $game_system.save_disabled
return true
end
Like I say this is all my own personal assumptions and observations. While i know nothing about scripting I can see logic in the flow of the text. That aside i now sem to be able to save via a save crystal, with save menu disabled and the save engine up and runing.

I shall post the completed script in a moment.

Completed Script:

#==============================================================================
#
# ?\ Yanfly Engine Ace - Ace Save Engine v1.03
# -- Last Updated: 2012.07.22
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-SaveEngine"] = true

#==============================================================================
# ?\ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.22 - Fixed: Location Drawing.
# 2012.01.23 - Anti-crash method added for removed maps.
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.26 - Started Script and Finished.
#
#==============================================================================
# ?\ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a new save interface for the player. Along with a new
# interface, the player can also load and delete saves straight from the menu
# itself. This will in turn make the save command from the Main Menu always
# available, but the save option within the new save menu will be enabled
# depending on whether or not it is allowed or disallowed. From the interface,
# the player is given more information regarding the save file including the
# the location the player saved at, the amount of gold available, and any
# variables that you want to show the player as well.
#
#==============================================================================
# ?\ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ?\ Materials/ef?T but above ?\ Main. Remember to save.
#
# For first time installers, be warned that loading this script the first time
# may not display all information in the status window for save files made
# before the installation of this script. To remedy this, just load up the save
# and save the file again.
#
#==============================================================================
# ?\ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
module SAVE

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Slot Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts how the slot window appears on the left side of the
# screen. This also adjusts the maximum number of saves a player can make,
# the way the slot names appear, and the icons used.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAX_FILES = 5 # Maximum saves a player can make. Default: 16
SLOT_NAME = "File %s" # How the file slots will be named.

# These are the icons
SAVE_ICON = 368 # Icon used to indicate a save is present.
EMPTY_ICON = 375 # Icon used to indicate an empty file.

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Action Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts how the action window appears, the sound effect
# played when deleting files, and what appears in the help window above.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ACTION_LOAD = "Load" # Text used for loading games.
ACTION_SAVE = "Save" # Text used for saving games.
ACTION_DELETE = "Delete" # Text used for deleting games.
DELETE_SOUND = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.

# These text settings adjust what displays in the help window.
SELECT_HELP = "Please select a file slot."
LOAD_HELP = "Loads the data from the saved game."
SAVE_HELP = "Saves the current progress in your game."
DELETE_HELP = "Deletes all data from this save file."

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Status Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts how the status window appears in the middle of the
# screen (that displays the game's data) such as the total playtime, total
# times saved, total gold, the party's current location, and the variables
# to be displayed.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EMPTY_TEXT = "No Save Data" # Text used when no save data is present.
PLAYTIME = "Playtime" # Text used for total playtime.
TOTAL_SAVE = "Total Saves: " # Text used to indicate total saves.
TOTAL_GOLD = "Total Gold: " # Text used to indicate total gold.
LOCATION = "Location: " # Text used to indicate current location.

# These variables will be shown in each of the two columns for those who
# would want to display more information than just what's shown. Input the
# variables into the arrays below to designate what data will be shown.
COLUMN1_VARIABLES = [1, 2, 3]
COLUMN2_VARIABLES = [4, 5, 6]

end # SAVE
end # YEA

#==============================================================================
# ?\ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ?! Icon
#==============================================================================

module Icon

#--------------------------------------------------------------------------
# self.save_icon
#--------------------------------------------------------------------------
def self.save_icon; return YEA::SAVE::SAVE_ICON; end

#--------------------------------------------------------------------------
# self.empty_icon
#--------------------------------------------------------------------------
def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end

end # Icon

#==============================================================================
# ?! Numeric
#==============================================================================

class Numeric

#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]

end # Numeric

#==============================================================================
# ?! DataManager
#==============================================================================

module DataManager

#--------------------------------------------------------------------------
# overwrite method: savefile_max
#--------------------------------------------------------------------------
def self.savefile_max
return YEA::SAVE::MAX_FILES
end

#--------------------------------------------------------------------------
# overwrite method: self.make_save_header
#--------------------------------------------------------------------------
def self.make_save_header
header = {}
header[:characters] = $game_party.characters_for_savefile
header[:playtime_s] = $game_system.playtime_s
header[:system] = Marshal.load(Marshal.dump($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 # DataManager

#==============================================================================
# ?! Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command

#--------------------------------------------------------------------------
# overwrite method: save_enabled
#--------------------------------------------------------------------------
#def save_enabled; return true; end

end # Window_MenuCommand

#==============================================================================
# ?! Window_FileList
#==============================================================================

class Window_FileList < Window_Selectable

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, 128, Graphics.height - dy)
refresh
activate
select(SceneManager.scene.first_savefile_index)
end

#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return DataManager.savefile_max; end

#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?
header = DataManager.load_header(index)
return false if header.nil? && SceneManager.scene_is?(Scene_Load)
return true
end

#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
create_contents
draw_all_items
end

#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
header = DataManager.load_header(index)
enabled = !header.nil?
rect = item_rect(index)
rect.width -= 4
draw_icon(save_icon?(header), rect.x, rect.y, enabled)
change_color(normal_color, enabled)
text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
end

#--------------------------------------------------------------------------
# save_icon?
#--------------------------------------------------------------------------
def save_icon?(header)
return Icon.empty_icon if header.nil?
return Icon.save_icon
end

end # Window_FileList

#==============================================================================
# ?! Window_FileStatus
#==============================================================================

class Window_FileStatus < Window_Base

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, file_window)
super(dx, dy, Graphics.width - dx, Graphics.height - dy)
@file_window = file_window
@current_index = @file_window.index
refresh
end

#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if @file_window.index < 0
return if @current_index == @file_window.index
@current_index = @file_window.index
refresh
end

#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
@header = DataManager.load_header(@file_window.index)
if @header.nil?
draw_empty
else
draw_save_contents
end
end

#--------------------------------------------------------------------------
# draw_empty
#--------------------------------------------------------------------------
def draw_empty
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(0, 0, contents.width, contents.height)
contents.fill_rect(rect, colour)
text = YEA::SAVE::EMPTY_TEXT
change_color(system_color)
draw_text(rect, text, 1)
end

#--------------------------------------------------------------------------
# draw_save_slot
#--------------------------------------------------------------------------
def draw_save_slot(dx, dy, dw)
reset_font_settings
change_color(system_color)
text = sprintf(YEA::SAVE::SLOT_NAME, "")
draw_text(dx, dy, dw, line_height, text)
cx = text_size(text).width
change_color(normal_color)
draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
end

#--------------------------------------------------------------------------
# draw_save_playtime
#--------------------------------------------------------------------------
def draw_save_playtime(dx, dy, dw)
return if @header[:playtime_s].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::pLAYTIME, 0)
change_color(normal_color)
draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
end

#--------------------------------------------------------------------------
# draw_save_total_saves
#--------------------------------------------------------------------------
def draw_save_total_saves(dx, dy, dw)
return if @header[:system].nil?
reset_font_settings
change_color(system_color)
text = YEA::SAVE::TOTAL_SAVE
draw_text(dx, dy, dw, line_height, text)
cx = text_size(text).width
change_color(normal_color)
draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
end

#--------------------------------------------------------------------------
# draw_save_gold
#--------------------------------------------------------------------------
def draw_save_gold(dx, dy, dw)
return if @header[:party].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
text = Vocab::currency_unit
draw_text(dx, dy, dw, line_height, text, 2)
cx = text_size(text).width
change_color(normal_color)
text = @header[:party].gold.group
draw_text(dx, dy, dw-cx, line_height, text, 2)
end

#--------------------------------------------------------------------------
# draw_save_location
#--------------------------------------------------------------------------
def draw_save_location(dx, dy, dw)
return if @header[:map].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
change_color(normal_color)
cx = text_size(YEA::SAVE::LOCATION).width
return if $data_mapinfos[@header[:map].map_id].nil?
text = @header[:map].display_name
text = $data_mapinfos[@header[:map].map_id].name if text == ""
draw_text(dx+cx, dy, dw-cx, line_height, text)
end

#--------------------------------------------------------------------------
# draw_save_characters
#--------------------------------------------------------------------------
def draw_save_characters(dx, dy)
return if @header[:party].nil?
reset_font_settings
make_font_smaller
dw = (contents.width - dx) / @header[:party].max_battle_members
dx += dw/2
for member in @header[:party].battle_members
next if member.nil?
member = @header[:actors][member.id]
change_color(normal_color)
draw_actor_graphic(member, dx, dy)
text = member.name
draw_text(dx-dw/2, dy, dw, line_height, text, 1)
text = member.level.group
draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
cx = text_size(text).width
change_color(system_color)
text = Vocab::level_a
draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
dx += dw
end
end

#--------------------------------------------------------------------------
# draw_save_column1
#--------------------------------------------------------------------------
def draw_save_column1(dx, dy, dw)
data = YEA::SAVE::COLUMN1_VARIABLES
draw_column_data(data, dx, dy, dw)
end

#--------------------------------------------------------------------------
# draw_save_column2
#--------------------------------------------------------------------------
def draw_save_column2(dx, dy, dw)
data = YEA::SAVE::COLUMN2_VARIABLES
draw_column_data(data, dx, dy, dw)
end

#--------------------------------------------------------------------------
# draw_column_data
#--------------------------------------------------------------------------
def draw_column_data(data, dx, dy, dw)
return if @header[:variables].nil?
reset_font_settings
for variable_id in data
next if $data_system.variables[variable_id].nil?
change_color(system_color)
name = $data_system.variables[variable_id]
draw_text(dx, dy, dw, line_height, name, 0)
value = @header[:variables][variable_id].group
change_color(normal_color)
draw_text(dx, dy, dw, line_height, value, 2)
dy += line_height
end
end

#--------------------------------------------------------------------------
# draw_save_contents
#--------------------------------------------------------------------------
def draw_save_contents
draw_save_slot(4, 0, contents.width/2-8)
draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
draw_save_total_saves(4, line_height, contents.width/2-8)
draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
draw_save_location(4, line_height*2, contents.width-8)
draw_save_characters(0, line_height*5 + line_height/3)
draw_save_column1(16, line_height*7, contents.width/2-48)
draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
end

end # Window_FileStatus

#==============================================================================
# ?! Window_FileAction
#==============================================================================

class Window_FileAction < Window_HorzCommand

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, file_window)
@file_window = file_window
super(dx, dy)
deactivate
unselect
end

#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; Graphics.width - 128; end

#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return 3; end

#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if @file_window.index < 0
return if @current_index == @file_window.index
@current_index = @file_window.index
refresh
end

#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
@header = DataManager.load_header(@file_window.index)
add_load_command
add_save_command
add_delete_command
end

#--------------------------------------------------------------------------
# add_load_command
#--------------------------------------------------------------------------
def add_load_command
add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
end

#--------------------------------------------------------------------------
# load_enabled?
#--------------------------------------------------------------------------
def load_enabled?
return false if @header.nil?
return true
end

#--------------------------------------------------------------------------
# add_save_command
#--------------------------------------------------------------------------
def add_save_command
add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
end

#--------------------------------------------------------------------------
# save_enabled?
#--------------------------------------------------------------------------
def save_enabled?
# return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
# return false if SceneManager.scene_is?(Scene_Load)
# return false if $game_system.save_disabled
return true
end

#--------------------------------------------------------------------------
# add_delete_command
#--------------------------------------------------------------------------
def add_delete_command
add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
end

#--------------------------------------------------------------------------
# delete_enabled?
#--------------------------------------------------------------------------
def delete_enabled?
return false if @header.nil?
return true
end

#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
case current_symbol
when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
end
end

end # Window_FileAction

#==============================================================================
# ?! Scene_File
#==============================================================================

class Scene_File < Scene_MenuBase

#--------------------------------------------------------------------------
# overwrite method: start
#--------------------------------------------------------------------------
def start
super
create_all_windows
end

#--------------------------------------------------------------------------
# overwrite method: terminate
#--------------------------------------------------------------------------
def terminate
super
end

#--------------------------------------------------------------------------
# overwrite method: update
#--------------------------------------------------------------------------
def update
super
end

#--------------------------------------------------------------------------
# new method: create_all_windows
#--------------------------------------------------------------------------
def create_all_windows
create_help_window
create_file_window
create_action_window
create_status_window
end

#--------------------------------------------------------------------------
# overwrite method: create_help_window
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.set_text(YEA::SAVE::SELECT_HELP)
end

#--------------------------------------------------------------------------
# new method: create_file_window
#--------------------------------------------------------------------------
def create_file_window
wy = @help_window.height
@file_window = Window_FileList.new(0, wy)
@file_window.set_handler:)ok, method:)on_file_ok))
@file_window.set_handler:)cancel, method:)return_scene))
end

#--------------------------------------------------------------------------
# new method: create_action_window
#--------------------------------------------------------------------------
def create_action_window
wx = @file_window.width
wy = @help_window.height
@action_window = Window_FileAction.new(wx, wy, @file_window)
@action_window.help_window = @help_window
@action_window.set_handler:)cancel, method:)on_action_cancel))
@action_window.set_handler:)load, method:)on_action_load))
@action_window.set_handler:)save, method:)on_action_save))
@action_window.set_handler:)delete, method:)on_action_delete))
end

#--------------------------------------------------------------------------
# new method: create_status_window
#--------------------------------------------------------------------------
def create_status_window
wx = @action_window.x
wy = @action_window.y + @action_window.height
@status_window = Window_FileStatus.new(wx, wy, @file_window)
end

#--------------------------------------------------------------------------
# new method: on_file_ok
#--------------------------------------------------------------------------
def on_file_ok
@action_window.activate
index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
@action_window.select(index)
end

#--------------------------------------------------------------------------
# new method: on_action_cancel
#--------------------------------------------------------------------------
def on_action_cancel
@action_window.unselect
@file_window.activate
@help_window.set_text(YEA::SAVE::SELECT_HELP)
end

#--------------------------------------------------------------------------
# new method: on_action_load
#--------------------------------------------------------------------------
def on_action_load
if DataManager.load_game(@file_window.index)
on_load_success
else
Sound.play_buzzer
end
end

#--------------------------------------------------------------------------
# overwrite method: on_load_success
#--------------------------------------------------------------------------
def on_load_success
Sound.play_load
fadeout_all
$game_system.on_after_load
SceneManager.goto(Scene_Map)
end

#--------------------------------------------------------------------------
# new method: on_action_save
#--------------------------------------------------------------------------
def on_action_save
@action_window.activate
if DataManager.save_game(@file_window.index)
on_save_success
refresh_windows
else
Sound.play_buzzer
end
end

#--------------------------------------------------------------------------
# overwrite method: on_save_success
#--------------------------------------------------------------------------
def on_save_success; Sound.play_save; end

#--------------------------------------------------------------------------
# new method: on_action_delete
#--------------------------------------------------------------------------
def on_action_delete
@action_window.activate
DataManager.delete_save_file(@file_window.index)
on_delete_success
refresh_windows
end

#--------------------------------------------------------------------------
# new method: on_delete_success
#--------------------------------------------------------------------------
def on_delete_success
YEA::SAVE::DELETE_SOUND.play
end

#--------------------------------------------------------------------------
# new method: refresh_windows
#--------------------------------------------------------------------------
def refresh_windows
@file_window.refresh
@action_window.refresh
@status_window.refresh
end

end # Scene_File

#==============================================================================
# ?! Scene_Save
#==============================================================================

class Scene_Save < Scene_File

#--------------------------------------------------------------------------
# overwrite method: on_savefile_ok
#--------------------------------------------------------------------------
def on_savefile_ok; super; end

#--------------------------------------------------------------------------
# overwrite method: on_save_success
#--------------------------------------------------------------------------
def on_save_success; super; end

end # help_window_text

#==============================================================================
# ?! Scene_Load
#==============================================================================

class Scene_Load < Scene_File

#--------------------------------------------------------------------------
# overwrite method: on_savefile_ok
#--------------------------------------------------------------------------
def on_savefile_ok; super; end

#--------------------------------------------------------------------------
# overwrite method: on_load_success
#--------------------------------------------------------------------------
def on_load_success; super; end

end # Scene_Load

#==============================================================================
#
# ?\ End of File
#
#==============================================================================
Please also note that I changed the save file cap (The ammount of save files that the script allows) to 5 as oposed to the 24 save files it allowed.
 
Last edited by a moderator:

Mithran

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What you actually want to do is the following:

class Window_MenuCommand < Window_Command#--------------------------------------------------------------------------# overwrite method: save_enabled#--------------------------------------------------------------------------def save_enabled; return false; endend # Window_MenuCommandJust commenting it out makes it use the method that was there before, which checks if save was enabled or disabled in the system via events. Since you disabled it via events in this case, it would be disabled in the menu. If you just set it to false, it will always be disabled in the menu whether or not it is disabled in the system.The way Yanfly's addition functions is that it moves the check for whether or not you can save into the file scene itself, instead of stopping you from accessing the file scene altogether. The intended function is to be able to access the "save" command from the menu at any time, but, if saving is currently disabled in the system, you can only load or delete saves. However, the first two lines you commented check if the scene is currently a "load only" scene. If you comment out all the lines dealing with these conditions, you'd be able to save the game when it is in the loading only state (from the title screen).

Better yet, you could remove "save" from the menu altoghether by commenting out a single line:

Code:
class Window_MenuCommand  def add_save_command    #add_command(Vocab::save, :save, save_enabled)  endend
Then you wouldn't even need to disable saving in an event or alter Yanfly's script at all.
 

Nanaki_Fan

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ahh fantastic! That explains alot.  I sort of figured some of what you've said myself; i.e disabling the checks and allowing the event to proceed but your explantion makes it so much easier to do and understand! Here I was feeling chuffed that I figured it out haha

so by just changing that to FALSE I wouldnt need an event to disable saving?

as to your second part: remove save altogeher from the menu? I am guessing I edit one of the origonal scripts then? That might be a better option as it would prevent misconceptions of actually being able to save via menu.

Thanks for the help ^_^
 
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Mithran

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ahh fantastic! That explains alot.  I sort of figured some of what you've said myself; i.e disabling the checks and allowing the event to proceed but your explantion makes it so much easier to do and understand! Here I was feeling chuffed that I figured it out haha


so by just changing that to FALSE I wouldnt need an event to disable saving?
Correct, but 'false' is case sensitive.

as to your second part: remove save altogeher from the menu? I am guessing I edit one of the origonal scripts then? That might be a better option as it would prevent misconceptions of actually being able to save via menu.


Thanks for the help ^_^
I don't advocate editing the base scripts directly as people tend to forget what changes they have made and it may cause problems when the expected behavior doesn't happen. Ruby always takes the latest definition for any method, that is, redefining a method overwrites what is there before, and you reopen a class as many times as needed, so there is no reason to edit the base scripts when you can just copy the class definition and the method(s) you need and make the alterations there, that way you can see exactly what was changed at any time. Basically, you can just add that last snippet on a new script page in materials and so long as nothing below that point redefines add_save_command for Window_MenuCommand, you'd be good.
 

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