Trying to get load on gameover script to work [ace]

QuizicalGin

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Aaaand I can't get the load function to work and I'm not sure what I'm accidentally leaving out. I have the quit from the game over screen working but the load is being elusive. :kaoangry: There are save files to choose from so it's not a lack of those. I've tried it without the close command in the scene load but that made no difference (not sure if it really would have but I figured it was worth a shot). :kaocry:
 

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TheoAllen

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This is how I did mine, maybe you can take it as a reference
Code:
class Window_EDGameover < Window_Command
 
  def initialize
    super(0,0)
    update_pos
    set_handlers
    self.openness = 0
    open
  end
 
  def update_pos
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2
  end
 
  def set_handlers
    set_handler(:title, method(:to_title))
    set_handler(:load, method(:to_load))
  end
 
  def make_command_list
    add_command("To title", :title)
    add_command("Load Game", :load, !$game_system.save_disabled)
  end
 
  def to_title
    SceneManager.goto(Scene_Title)
  end
 
  def to_load
    SceneManager.call(Scene_Load)
  end
 
end

class Scene_Gameover
 
  alias ed_start_go start
  def start
    ed_start_go
    @window = Window_EDGameover.new
  end
 
  def play_gameover_music
    RPG::BGS.stop
    RPG::BGM.new("rmid-selow",100,110).play #<-- gameover BGM. You can ignore this
  end
 
  def update
    super
  end
 
end
 

Kes

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[move]RGSSx Script Support[/move]
 

QuizicalGin

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Woops, sorry Kes. Thought I had it in the right place. :kaodes:

This is how I did mine, maybe you can take it as a reference
Code:
class Window_EDGameover < Window_Command

  def initialize
    super(0,0)
    update_pos
    set_handlers
    self.openness = 0
    open
  end

  def update_pos
    self.x = (Graphics.width - width) / 2
    self.y = (Graphics.height * 1.6 - height) / 2
  end

  def set_handlers
    set_handler(:title, method(:to_title))
    set_handler(:load, method(:to_load))
  end

  def make_command_list
    add_command("To title", :title)
    add_command("Load Game", :load, !$game_system.save_disabled)
  end

  def to_title
    SceneManager.goto(Scene_Title)
  end

  def to_load
    SceneManager.call(Scene_Load)
  end

end

class Scene_Gameover

  alias ed_start_go start
  def start
    ed_start_go
    @window = Window_EDGameover.new
  end

  def play_gameover_music
    RPG::BGS.stop
    RPG::BGM.new("rmid-selow",100,110).play #<-- gameover BGM. You can ignore this
  end

  def update
    super
  end

end
Aside from a different way to call the command window I don't really see what I'm doing wrong... If it has SceneManager.call(scene_load) attached to te load command it should open right? :kaoswt:Or can I not use the continue thing and have to rename it in the script for it to work, since I still just used the command continue.:kaoeh:
 
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TheoAllen

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You forgot to overwrite the def update
 

Sixth

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You gave the continue command a wrong handler symbol.
It should be:
Code:
add_command(Vocab::continue,:continue)
And yeah, the scene's update method will cause the scene to go to the title scene if the confirm key is pressed, so you should overwrite the update method to prevent that from happening (if it even happens, the window command triggers should happen before that line, so it might not even trigger).

Btw, why is it easier to upload 2 different pictures than copy/paste the code lines instead? :D
 

QuizicalGin

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Thank you Sixth for the newb friendly explanation. :kaocry:Aaaaaand I may have not been able to figure out how to post the code without it taking up the whole post when I made this thread... :kaoswt:

Thank you both so much for the help, now it works! :kaohi:
 

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