Altering the default save menu to make characters walk/behavior in a save slot

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Restaff
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I've been searching around for the past day or so looking for a script that could alter the save menu to have the characters into the slot appear to be walking rather than just stand there.  Sadly google and the forums haven't come up with any results, or I've been using the wrong keywords.

Is there such a script someone can link me too, and if not how much trouble would it take to make one?

Should the request be simple and short, I'll press my luck and ask for a portion that makes the characters perform a behavior (turn down, turn left, turn right, turn up on another character sheet more than likely) Upon save data being written before resuming walking in place.  I can provide graphics if you do not wish to use the default RTP to test this.

Thank you in advance for your help.
 

Evgenij

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I wanted to write something like this long ago and took your request as an opportunity to write it.

The script needs to be approved first on this forum, but you can find the link here.

That script just adds the functionality, you need to use it in combination with this snipped to let it work on the save scene:

Code:
class Window_SaveFile < Window_Base  include EVG::AnimatedDrawCharacter  def draw_party_characters(x, y)    header = DataManager.load_header(@file_index)    return unless header    header[:characters].each_with_index do |data, i|     draw_animated_character(data[0], data[1], x + i * 48, y)    end  endend
 

Bonkers

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Restaff
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I wanted to write something like this long ago and took your request as an opportunity to write it.

The script needs to be approved first on this forum, but you can find the link here.

That script just adds the functionality, you need to use it in combination with this snipped to let it work on the save scene:

class Window_SaveFile < Window_Base include EVG::AnimatedDrawCharacter def draw_party_characters(x, y) header = DataManager.load_header(@file_index) return unless header header[:characters].each_with_index do |data, i| draw_animated_character(data[0], data[1], x + i * 48, y) end endend
Thank you, I'll put it through the testing process tonight.  It's much appreciated.

Edit:  Just had a chance to try it out.

Works perfectly!  Let me know if you intend to alter or expand the script to use behaviors when a save is made. 
 
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Evgenij

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What kind of behaviours? Let the characters turn when a save is made should be doable, but are you looking for something more special?
 

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Restaff
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What kind of behaviours? Let the characters turn when a save is made should be doable, but are you looking for something more special?
Turned based column 4 frame is perfect, yup.  I can easily make adjoining sheets that share the character sprite file name with some suffix so the script can find it easier.  

If by more special you mean more than just 4 frames? No that isn't necessary.  I'd need to create a special 4+ behavior or use a whole 12 frame behavior sheet for it.  I could do it, but then saving would take too long to oggle the characters while they perform.  Going through a normal 4 turn behavior at 15 wait time each is a full second right there.

Sorry for the delay in responses, work is picking up again.  Let me know if you need any behaviors done of sprites/editing tiles as thanks for your hard work as I am versed in DS style and RTP.  I am very grateful for this script and any additional work you may do with it.

Edit:  Okay I've nearly figured this out thanks to your last post in your main thread's script.

Okay!
 Nearly got it.

Update: I'm able to get the behavior on the sheet I want now: draw_animated_character(data[0], 1, x + i * 48, y), but I cannot get it to display upon a successful save since return scene either wipes the save scene too quickly, or I haven't written the snippet of code correctly.

So 012 is data[1] or 0, 131415 is data[2] or 1, 484950 is data[5] or 4, etc...

Yup by default the save engine leaves immediately upon successful save and does not update the window, that might be what is happening.

Update:  Source was nice enough to give me some snippets, but sadly I still can't seem to get a behavior on successful save.

class Scene_Save < Scene_Filedef on_save_success

Sound.play_save

@savefile_windows.each { |window| window.refresh }

end

end

and

class Scene_Save < Scene_File

def on_save_success

Sound.play_save

@savefile_windows.each { |window| window.refresh }

# Amount of frames to wait before calling return_scene-

Graphics.wait(40)

return_scene

end

end

I'm a bit clueless on what to do next, so I will wait until you have more time.  No rush.
 
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