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Rabe_Rabg

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I had some problem, such as not showing the first save file as "Auto". I changed the Yanfly script and made 11 save files. So that the first file is called "File 0" not to be like before "File 1", and then I changed the Vlue script so that instead of "File 0" it says "Auto".
1679408267569.png
The problem is that when you save there is an additional window where it also says "File 0", in my case it should say "Auto".
1679408508554.png
Unfortunately I have not found a way to do it and therefore I am looking for advice here. Also I need to make so that "Auto" can not be deleted and saved again manually like regular saves:
1679408620579.png
Also I have one more script from Vlue which adds options, there you can turn autosave on and off. Is it possible to remove the first save file i.e. "Auto" when turning it off? (P.S. technically remove "File 0" from the save list).
1679408729754.png
Here are the links to the scripts:

Ace Save Engine

Basic Autosave

Basic Options

And demonstration project with scripts:

Demo
 

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Last edited:

Shaz

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I've moved this thread to RGSSx Script Support. Thank you.

 

Roninator2

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Ruby:
#==============================================================================
# ?! Window_FileList
#==============================================================================
class Window_FileList < Window_Selectable
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    header = DataManager.load_header(index)
    return false if header.nil? && SceneManager.scene_is?(Scene_Load)
    return false if index == 0
    return true
  end
end

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

class Window_FileStatus < Window_Base
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    if @file_window.index == 0
      text = AUTOSAVE_FILE_NAME
    end
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    if @file_window.index != 0
      draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group)
    end
  end
end

#==============================================================================
# ?! Scene Map
#==============================================================================
class Scene_Map
  def post_transfer
    auto_post_transfer
    return unless AUTOSAVE_ON_MAP
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
#==============================================================================
# ?! BattleManager
#==============================================================================
module BattleManager
  def self.battle_end(result)
    @phase = nil
    @event_proc.call(result) if @event_proc
    $game_party.on_battle_end
    $game_troop.on_battle_end
    SceneManager.exit if $BTEST
    return unless AUTOSAVE_AFTER_BATTLE
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 

Rabe_Rabg

dud rpgvxace
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Ruby:
#==============================================================================
# ?! Window_FileList
#==============================================================================
class Window_FileList < Window_Selectable
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    header = DataManager.load_header(index)
    return false if header.nil? && SceneManager.scene_is?(Scene_Load)
    return false if index == 0
    return true
  end
end

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

class Window_FileStatus < Window_Base
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    if @file_window.index == 0
      text = AUTOSAVE_FILE_NAME
    end
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    if @file_window.index != 0
      draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group)
    end
  end
end

#==============================================================================
# ?! Scene Map
#==============================================================================
class Scene_Map
  def post_transfer
    auto_post_transfer
    return unless AUTOSAVE_ON_MAP
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
#==============================================================================
# ?! BattleManager
#==============================================================================
module BattleManager
  def self.battle_end(result)
    @phase = nil
    @event_proc.call(result) if @event_proc
    $game_party.on_battle_end
    $game_troop.on_battle_end
    SceneManager.exit if $BTEST
    return unless AUTOSAVE_AFTER_BATTLE
    DataManager.save_game(0) if $game_options.auto_save
  end
end
Thanks, but "Auto" should be in two places1679489172714.png
 

Rabe_Rabg

dud rpgvxace
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Using the demo you provided, Auto was in both places
Strange, can you give a link to the Demo already with your version of the script? Then I'll check
 

Roninator2

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Not needed.
I simply added the script I just posted to the bottom of the list.
1679496538327.png
 

Rabe_Rabg

dud rpgvxace
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Not needed.
I simply added the script I just posted to the bottom of the list.
View attachment 256840
Great, I did that... Now it works, but I'm wondering why the autosave can't be loaded? Because the script simply blocks the ability to do any action and I just needed to be able to overwrite and delete it
 

Roninator2

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script simply blocks the ability to do any action and I just needed to be able to overwrite and delete it
ah, I see. you want the player to be able to load the autosave, but nothing else?
I figured you were doing this through some event where you ran a script command to load the save file.
Let me rework that and see how it can be done.

Does this work better?
Ruby:
#==============================================================================
# ?! Window_FileAction
#==============================================================================

class Window_FileAction < Window_HorzCommand
  #--------------------------------------------------------------------------
  # 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 false if @file_window.index == 0
    return true
  end
end

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

class Window_FileStatus < Window_Base
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    if @file_window.index == 0
      text = AUTOSAVE_FILE_NAME
    end
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    if @file_window.index != 0
      draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group)
    end
  end
end

#==============================================================================
# ?! Scene Map
#==============================================================================
class Scene_Map
  def post_transfer
    auto_post_transfer
    return unless AUTOSAVE_ON_MAP
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
#==============================================================================
# ?! BattleManager
#==============================================================================
module BattleManager
  def self.battle_end(result)
    @phase = nil
    @event_proc.call(result) if @event_proc
    $game_party.on_battle_end
    $game_troop.on_battle_end
    SceneManager.exit if $BTEST
    return unless AUTOSAVE_AFTER_BATTLE
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
Last edited:

Rabe_Rabg

dud rpgvxace
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#============================================================================== # ?! Window_FileAction #============================================================================== class Window_FileAction < Window_HorzCommand #-------------------------------------------------------------------------- # 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 false if @file_window.index == 0 return true end end #============================================================================== # ?! Window_FileStatus #============================================================================== class Window_FileStatus < Window_Base #-------------------------------------------------------------------------- # draw_save_slot #-------------------------------------------------------------------------- def draw_save_slot(dx, dy, dw) reset_font_settings text = sprintf(YEA::SAVE::SLOT_NAME, "") if @file_window.index == 0 text = AUTOSAVE_FILE_NAME end draw_text(dx, dy, dw, line_height, text) cx = text_size(text).width if @file_window.index != 0 draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group) end end end #============================================================================== # ?! Scene Map #============================================================================== class Scene_Map def post_transfer auto_post_transfer return unless AUTOSAVE_ON_MAP DataManager.save_game(0) if $game_options.auto_save end end #============================================================================== # ?! BattleManager #============================================================================== module BattleManager def self.battle_end(result) @phase = nil @event_proc.call(result) if @event_proc $game_party.on_battle_end $game_troop.on_battle_end SceneManager.exit if $BTEST return unless AUTOSAVE_AFTER_BATTLE DataManager.save_game(0) if $game_options.auto_save end end
After that, the Autosave script stopped working at all, although it is enabled in options, I just need all the buttons such as: "Save" and "Delete" to be removed for the "File 0" slot, but for "Load" to remain
1679510165984.png1679510145868.png
 

Roninator2

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After that, the Autosave script stopped working at all,
It should not work unless you are loading.
I can look to see about removing the text as well, but this is playing with the commands so not so easy. Currently it should show the save as disabled. I think I forgot about delete.
That was much easier than I thought it would be.
Ruby:
#==============================================================================
# ?! Window_FileAction
#==============================================================================

class Window_FileAction < Window_HorzCommand
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    @header = DataManager.load_header(@file_window.index)
    add_load_command
    add_save_command unless @file_window.index == 0
    add_delete_command unless @file_window.index == 0
  end

end

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

class Scene_File < Scene_MenuBase
  #--------------------------------------------------------------------------
  # new method: on_file_ok
  #--------------------------------------------------------------------------
  def on_file_ok
    @action_window.activate
    index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
    index = 0 if @file_window.index == 0
    @action_window.select(index)
  end
end
#==============================================================================
# ?! Window_FileStatus
#==============================================================================

class Window_FileStatus < Window_Base
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    if @file_window.index == 0
      text = AUTOSAVE_FILE_NAME
    end
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    if @file_window.index != 0
      draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group)
    end
  end
end

#==============================================================================
# ?! Scene Map
#==============================================================================
class Scene_Map
  def post_transfer
    auto_post_transfer
    return unless AUTOSAVE_ON_MAP
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
#==============================================================================
# ?! BattleManager
#==============================================================================
module BattleManager
  def self.battle_end(result)
    @phase = nil
    @event_proc.call(result) if @event_proc
    $game_party.on_battle_end
    $game_troop.on_battle_end
    SceneManager.exit if $BTEST
    return unless AUTOSAVE_AFTER_BATTLE
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
Last edited:

Rabe_Rabg

dud rpgvxace
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It should not work unless you are loading.
I can look to see about removing the text as well, but this is playing with the commands so not so easy. Currently it should show the save as disabled. I think I forgot about delete.
That was much easier than I thought it would be.
Ruby:
#==============================================================================
# ?! Window_FileAction
#==============================================================================

class Window_FileAction < Window_HorzCommand
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    @header = DataManager.load_header(@file_window.index)
    add_load_command
    add_save_command unless @file_window.index == 0
    add_delete_command unless @file_window.index == 0
  end

end

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

class Scene_File < Scene_MenuBase
  #--------------------------------------------------------------------------
  # new method: on_file_ok
  #--------------------------------------------------------------------------
  def on_file_ok
    @action_window.activate
    index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
    index = 0 if @file_window.index == 0
    @action_window.select(index)
  end
end
#==============================================================================
# ?! Window_FileStatus
#==============================================================================

class Window_FileStatus < Window_Base
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    if @file_window.index == 0
      text = AUTOSAVE_FILE_NAME
    end
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    if @file_window.index != 0
      draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group)
    end
  end
end

#==============================================================================
# ?! Scene Map
#==============================================================================
class Scene_Map
  def post_transfer
    auto_post_transfer
    return unless AUTOSAVE_ON_MAP
    DataManager.save_game(0) if $game_options.auto_save
  end
end
 
#==============================================================================
# ?! BattleManager
#==============================================================================
module BattleManager
  def self.battle_end(result)
    @phase = nil
    @event_proc.call(result) if @event_proc
    $game_party.on_battle_end
    $game_troop.on_battle_end
    SceneManager.exit if $BTEST
    return unless AUTOSAVE_AFTER_BATTLE
    DataManager.save_game(0) if $game_options.auto_save
  end
end
Yes! Thanks for help, what was needed, I think this issue can be closed
(P.S. i'll put you in the credits)
 
Last edited:

MushroomCake28

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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