mjshi

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More Informative Saves v1.0b
by mjshi- OK for use in all projects with credit
Get it here! (direct link)

Introduction
Ever wanted to spice up those boring-looking saves? Well, here's a solution where you can add, edit, change, transform, EVERYTHING!

Features
- Change where the saves are shown as well as height/width (with added safety locks so nothing will ever go offscreen :D )
- Restrict maximum savefiles and savefiles shown
- Change save messages/load messages/ filenames as well as move the save message window around
- Show sprite images in party OR show party face images, configure where they are, as well as their spacing
- Display custom values or values from Game_Data on the save
- Display custom text on the save

update 1.0a: Fixed a bug where it wasn't looping correctly
update 1.0b: Changed how the script processed faces, via Probotector 200X's suggestions
update 1.01: Added support for the displaying of the icons of currently equipped weaponry, at ZServ's request.


Screens

A slightly more vanilla usage
0OtPYS4.png

An all-out assault on the settings
sGOhHAc.png

Equipped items
Screenshot_2.png

How to Use
Installation: Paste this script above Main.

Demo
Not really necessary.

Scripts

Direct Link: http://pastebin.com/wvbrcAS9

Addons:
Roninator2's Level Addon
Sixth's Level Addon

FAQ
Q: I don't know how to install the script >.<
A: Open scripts, click on the empty slot above Main, press Insert. Then read the How to Use section again.

Q: I have a question about how to use the script?
A: Read the "Configuration" part in the script. If you still have questions, ask here.

Q: I want to do something with this but am not sure how to do it?
A: Ask away.
 
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Probotector 200X

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Looks cool! I love having portraits on the save screen.

I would prefer a different way to handle portraits though. Just use the actors current face portrait, instead of having another copy of the faceset with the same name as the sprite...
 

mjshi

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What do you mean by another copy of the faceset? (In the lines 163-165... it's just drawing out the image with reference to the image's index). It was a method already provided by Window_Base, and something was going to be drawn either way. 

I'm not too sure what the difference is xD
 

Probotector 200X

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When using facesets on the save screen, it references the actor's current sprite, not their portrait. When using custom resources that use different naming schemes for the sprites and portraits, it crashes, because it's trying to find a faceset with a name that matches a character characterset.
 

mjshi

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Ah, alright, I'll see about updating it so it doesn't do that.

Thank you for enlightening me :)
 

mjshi

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Updated to 1.0b, now no longer requires files to be named identically, as well as some other minor fixes.
 

ZServ

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Stupid question, but here goes: Would it be possible to use it to show the icons of currently equipped gear on party members using this? I imagine you'd just save the relevant icon numbers into an array and then display that, but though I understand the concept, the implementation is beyond me.


An example would be like this horrible mockup:


g8qzbWn.png



If this is rather insane, then better I know now rather than get too set on this idea, so I figured I'd ask :)
 

mjshi

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@ZServ I'd have to look into that before I can give you a definite yes or no. Though I can tell you upfront that it isn't as simple as saving icon ids into an array, and there probably isn't an "equipped items list" somewhere that I can just pull icons from (and especially because weapons and armors are different "tabs" and item classes, so you can have a weapon id that's the same as an armor id). But I'll give you an answer by tomorrow at the latest.
 

ZServ

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Ah, I had no idea! My apologies :)
 

mjshi

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Okay, I've looked through it, and it looks possible, but it's going to take maybe a day or two to get the whole thing figured out. Fortunately I'm on break, and I've already maybe figured out the foundation of how I'm going to do this. I'm afraid you'll have to wait a bit xD


edit @ZServ My programming skill had more points in it than I thought... I'm already done xD Pastebin should be updated in a few minutes, but be sure to clear your cache first since if you click to view the "raw", your browser might try to bring up the old version since it's been downloaded/saved to whatever browser you're currently using.
 
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ZServ

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Holy cow! I didn't expect you to actually like.. do it! You're wonderful and I love you! Thank you very much :)
 

UncannyBoots

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How would I add my character's levels underneath their respective sprites? Would it be feasible to do?
 

mjshi

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How would I add my character's levels underneath their respective sprites? Would it be feasible to do?

You could maybe finagle it with Game Variables, but unfortunately there's no currently supported way to display their levels aligned correctly below each sprite.
 

Roninator2

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add my character's levels
Try this
Ruby:
module MISav
  LEVEL_X = 150
  LEVEL_Y = 10
  LEVEL_SPACING = 45
end

module DataManager
  class << self
    alias r2_make_save_header make_save_header
  end 
  
  def self.make_save_header
    header = r2_make_save_header
    header[:level] = $game_party.levels_for_savefile
    header
  end
end

class Game_Party
  def levels_for_savefile
    battle_members.collect { |actor| [actor.level] }
  end
end

class Window_SaveFile 
  alias r2_draw_custom_items draw_custom_items
  def draw_custom_items
    r2_draw_custom_items
    header = DataManager.load_header(@file_index)
    return unless header && header[:level]
    drwact = $game_party.battle_members.size - 1
    for i in 0..drwact
      levelnum = header[:level][i]
      leveldraw = levelnum[0]
      draw_text(MISav::LEVEL_X + i * MISav::LEVEL_SPACING, MISav::LEVEL_Y, contents.width - 4, line_height, leveldraw)
    end
  end
end
 

mjshi

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Thanks Roninator! That's a huge help :) UncannyBoots, that should work.
 

UncannyBoots

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Try this
Ruby:
module MISav
  LEVEL_X = 150
  LEVEL_Y = 10
  LEVEL_SPACING = 45
end

module DataManager
  class << self
    alias r2_make_save_header make_save_header
  end
 
  def self.make_save_header
    header = r2_make_save_header
    header[:level] = $game_party.levels_for_savefile
    header
  end
end

class Game_Party
  def levels_for_savefile
    battle_members.collect { |actor| [actor.level] }
  end
end

class Window_SaveFile
  alias r2_draw_custom_items draw_custom_items
  def draw_custom_items
    r2_draw_custom_items
    header = DataManager.load_header(@file_index)
    return unless header && header[:level]
    drwact = $game_party.battle_members.size - 1
    for i in 0..drwact
      levelnum = header[:level][i]
      leveldraw = levelnum[0]
      draw_text(MISav::LEVEL_X + i * MISav::LEVEL_SPACING, MISav::LEVEL_Y, contents.width - 4, line_height, leveldraw)
    end
  end
end
Well shoot, Sixth actually already helped me out with this (https://forums.rpgmakerweb.com/inde...vels-to-custom-save-menu.132736/#post-1158683) but still, I appreciate it :) I should have linked that in this thread, I'm sorry
 

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