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- Jun 24, 2012
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- Reaction score
- 32
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- Primarily Uses
- RMMV
Save File Output Control v.1.1
by Metatron
by Metatron
Introduction
This is a little script that allows you to change several settings related to your save files. It's my first real script!
Features
- Change the filename of your save files.
- Change the maximum number of save files available to your player.
- Gives you the ability to have more save files in Test Mode.
- Removes redundant numbers if you only allow for one save file.
- Allows easy edits to the save prompts.
Screenshots
Just paste it in the Materials section above main and edit the module to your liking. Be warned that if you set SaveNum or TestNum too high, it will take a long time to create the save file window and may possibly crash your RGSS player. Also be warned that if you only have one file available to your player but more available in test mode, a save from test mode will not be read when $TEST is not on and vice-versa. I will fix this shortly.
Demo
Not nessecary.
Script
Code:
#===============================================================================
# RGSS3: Save File Output Control v.1.1
#===============================================================================
# by Cryranos
#===============================================================================
# Instructions: Paste In the Materials section. Edit Module as desired.
#===============================================================================
# Compatability: Completely rewrites DataManager#self.save_file_exists?,
# self.savefile_max, self.make_filename(index), dself.load_game(index), and
# Window_SaveFile#refresh. Aliases Scene_File < Scene_MenuBase#visible_max.
#===============================================================================
module CrySave
SaveNum = 16 # Absolute maximum number of save files. Default: 16
SaveNom = "Save" # First part of savefile name. Default: "Save"
SaveExt = ".rvdata2"# Extension of the savefile name. Default: ".rvdata2"
SaveVis = 4 # Number of savefiles visible on one screen. Default: 4
TestNum = 99 # Maximum number of save files available in test mode.
# If this number is too high, it will take a long time to load Window_SaveFile.
end
module Vocab
SaveMessage = "Save to which file?"
LoadMessage = "Load from which file?"
File = "Save"
end
class Save_File_Control_Output_Control
def DataManager.save_file_exists?
if CrySave::SaveNum == 1
!Dir.glob(CrySave::SaveNom + CrySave::SaveExt).empty?
elsif $TEST
!Dir.glob(CrySave::SaveNom + '*' + CrySave::SaveExt).empty?
else
!Dir.glob(CrySave::SaveNom + '*' + CrySave::SaveExt).empty?
end
end
def DataManager.savefile_max
if $TEST
return CrySave::TestNum
else
return CrySave::SaveNum
end
end
def DataManager.make_filename(index)
if CrySave::SaveNum == 1
sprintf(CrySave::SaveNom + CrySave::SaveExt, index + 1)
elsif $TEST
sprintf(CrySave::SaveNom + "%02d" + CrySave::SaveExt, index + 1)
else
sprintf(CrySave::SaveNom + "%02d" + CrySave::SaveExt, index + 1)
end
end
def DataManager.load_game(index)
load_game_without_rescue(index) rescue false
end
end
class Window_SaveFile
def refresh
contents.clear
change_color(normal_color)
if $TEST
name = Vocab::File + " #{@file_index + 1}"
elsif CrySave::SaveNum == 1
name = Vocab::File
else
name = Vocab::File + " #{@file_index + 1}"
end
draw_text(4, 0, 200, line_height, name)
@name_width = text_size(name).width
draw_party_characters(152, 58)
draw_playtime(0, contents.height - line_height, contents.width - 4, 2)
end
end
class Scene_File < Scene_MenuBase
alias visible_max_new visible_max
def visible_max
visible_max_new
return CrySave::SaveVis
end
end
None so far.
Credit and Thanks
- Cryranos/Metatron, author
- CaptainJet and Fomar0153
Last edited by a moderator: