TSR_Save by The Northern Frog, customize the Save and Load screen

sawworm

Sir Waste Time A Lot
Veteran
Joined
Jul 28, 2013
Messages
107
Reaction score
26
First Language
Turkish
Primarily Uses
RMVXA
Hello, TRS. Thanks for making this amazing script. I have one request:
It seems this script made for 816x624 screens and I'm using 1280x720~ Whenever I try to raise any Window's X parameter it gets stuck on the halfway. Can't even move the window to the right side.
What line do I need to edit for making this script work for 1280x720?
 
Last edited:

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,847
Reaction score
1,003
First Language
Dutch
Primarily Uses
RMMV
@sawworm you dont need to edit the script in any way.
I use 1200x864 with a custom save scene and it works totally fine.

you need to adjust the params to fir your need, works on any resolution.
you can however make a screenshot of your problem, and I can see if I can help
you set it correct.
 

sawworm

Sir Waste Time A Lot
Veteran
Joined
Jul 28, 2013
Messages
107
Reaction score
26
First Language
Turkish
Primarily Uses
RMVXA
Oh, it seems you are correct! I had 2 Fullscreen mods, so it broke the locations for the script, disabled one of it. It's working as intended right now.
Also, I have one more question...
Is there a way to erase the blinking window around the selected save files?
Game_C8xBlgym3r.png
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
278
Reaction score
241
First Language
French
Primarily Uses
RMMV
Hello @sawworm, I was just replying to you, but seems your problem is resolved ;):thumbsup-right:

*The 'blinking' window around the selected file is probably the default menu cursor. There's a parameter to disable it. It's in the 'Custom cursor' section.
 

sawworm

Sir Waste Time A Lot
Veteran
Joined
Jul 28, 2013
Messages
107
Reaction score
26
First Language
Turkish
Primarily Uses
RMVXA
Hello @sawworm, I was just replying to you, but seems your problem is resolved ;):thumbsup-right:

*The 'blinking' window around the selected file is probably the default menu cursor. There's a parameter to disable it. It's in the 'Custom cursor' section.
That's bloody amazing, just put an image there and now my save screen kinda looks like a persona game now lol~ Awesome work, the best save menu editor right there~
 
Last edited:

chiithecat

Veteran
Veteran
Joined
Sep 14, 2019
Messages
58
Reaction score
23
First Language
Korean
Primarily Uses
RMMV
Hello @TSR , I've heard about your plug-in from @ShadowDragon .
Your plug-in seems great and I'd really like to use it in my project.
Though, I have some questions about this plug-in.

1. Can I change the playtime font size?
2. How can I deactivate the command window?
I saw somebody ask but I couldn't find your answer to it.

3. How can I show character faces on savefile?
I think this would probably be one of the basic features of save screen plug-ins, but I couldn't find out how I can do it with this plug-in.


Sorry if I bothered you by asking the same questions others already had asked. Please tell me if I did.
English is not my first language and I might have missed some of your explanations, and I'd gladly look over your previous answers.


By the way I'm hoping my save screen to be like this.
SaveMenu_bg.png

The yellow thing on the right is the cursor, and a little to the left in the brown box will be playtime.
Other than that, except the box images and lines, the face and texts are included in the face image.
I'm planning to change the actor sheet before I save so that the 'face' part in the save file would show images I've made differently according to the progress of the game. There are about 10 images with different faces and texts.

If you have any recommendations, I'd love to take some advice.
 
Last edited:

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,847
Reaction score
1,003
First Language
Dutch
Primarily Uses
RMMV
@chiithecat TSR can help you later to provide some answers, but most info
are scaled upon section:

faces is status and need to be set:
Code:
* =======================================================================================
 * == File Window Sections ===============================================================
 * =======================================================================================
 * The file window can display 3 sections:
 *
 *          -General Section
 *             Display infos such as Saved File ID and Playing Time.
 *
 *          -Status Section
 *             Display party members images, names and status gauges.
 *
 *          -Progress Section
 *             This is where you can display icons, variables and other
 *             datas related to the game progression.
 *
 * While the 'general' section is always shown, the 2 others are optionals.
 * The overall look of the slots depends on how many sections is shown, but
 * also depends on the File Window dimension settings.
while the help section is really long, it explain every param details (some a bit to much) but
user friendly to understand.

if you have some specific in mind on how to look the scene (or per slot)
and how many slot on screen (basic or image based), you can put up a mockup of it.

from there, Me or TSR (best in it), can give you the plugin's code or the params code,
on how to build it. so it's really easy to impliment it.

while you can shift general section (always visible), status is optional, and you can place
any information you want to show.
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
278
Reaction score
241
First Language
French
Primarily Uses
RMMV
Hello @chiithecat
There's no problem to ask :cutesmile:

To show characters faces on the sav files there is a parameter called 'Display Party Members' in the 'Status Section' params. Choose 'faces' to display faces.

For your 2 others requests, a slight edit of the script will be needed. I'm presently at work so I'll provides answers later tonight. In the mean time, @ShadowDragon has good knowledge of the code so he might be able to help too.

I'll be back later,
regards.

EDIT:

I had the time to check your save scene in the spoiler @chiithecat . If the face and the texts are in the same image, it should be simple. Basically you need to switch the status and general sections.

Capture d’écran, le 2020-10-27 à 21.36.26.png

I used a sword image for the cursor on the right.

1603850333772.png

You will need to offset the general section to the right, and the status section to the left.

1603850333815.png

Hope this will help :rock-right:
 
Last edited:

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,847
Reaction score
1,003
First Language
Dutch
Primarily Uses
RMMV
if you want the book as image and the yellow thing the cursor, it needs more
adjustments as TSR provided, but what kind of memo do you talk about?

is this your scene or a differenet game scene you want to replicate a bit?
 

chiithecat

Veteran
Veteran
Joined
Sep 14, 2019
Messages
58
Reaction score
23
First Language
Korean
Primarily Uses
RMMV
Thanks for your replies, both of you!
The scene is mine, not from another game.
I draw it with photoshop and I'm trying to make my save screen exactly the same.

This is what my save scene and the plug in looks like now:
캡처.PNG캡처2.PNG

I think I've done it right but the face still doesn't show.
I guessed maybe there could be a problem with the project, so I tested on a new project and it didn't work either.
What could I have done wrong?
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
278
Reaction score
241
First Language
French
Primarily Uses
RMMV
Hello!
Your scene is nice btw :thumbsup-right:

What is the size of your face images? And where is it stored?
The Plugin is looking for default face sprite sheet stored in /img/faces folder. This can be easily changed, but I need to know what are your images specs.

You also asked for disabling the command window. You don't want the window with Save, load, delete etc? How do you want the scene to behave? Like the default one: press ok = load the file when in load scene, and save the game when in save scene. No delete file?

I'm going to work, I'll be back tonight to help more.
Later! :cutesmile:
 

chiithecat

Veteran
Veteran
Joined
Sep 14, 2019
Messages
58
Reaction score
23
First Language
Korean
Primarily Uses
RMMV
Yes! I want my save scene and load scene to behave like the default one.
I love your command window, but since my save/load background is a journal I just want it to act simple.
And my face sprite... they're in img/faces and it's 576*288 pixels FOR NOW.
I'm planning to make it bigger and wider with more images and texts added, and adjust the position and size to fit in the scene.
But now I'm having trouble just putting the face sprite with only the faces(2 lines, 4 rows)..
Thanks for your quick reply. I really appreciate it! It's already midnight where I am, so you can take your time. :)
 

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,847
Reaction score
1,003
First Language
Dutch
Primarily Uses
RMMV
@chiithecat if you use 1 image only, you can make the size of this, into the size of the grey
portrait section you used, and save this face into the picture folder.

from there, you can call it with a switchID to turn ON (like after name input, on map start
with any starting switching going on) (the one hat stays ON from start).

if the image change from look (like armor, leveling, progression etc) that it require a bit more
and possible to use it based on variable (var x = 0 as base, +1 for a different one etc)

but it's best (personal reference) to make the full save compleet (as far as possible)
but if some info doesn't exist "yet", you can leave those empty, but visible, able to change
later on. (or make place holders on those for easy adding)

while faces are 144x144, teh grey section is not square, so you would like to match this.
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
278
Reaction score
241
First Language
French
Primarily Uses
RMMV
Hello again @chiithecat

Here's the few script edits required for turning the save file window back to its default behavior:

This is line 2776:
Code:
this._listWindow.setHandler('ok',     this.onConfirmOk.bind(this));
Replace onConfirmOk by onSavefileOk, like this:
Code:
this._listWindow.setHandler('ok',     this.onSavefileOk.bind(this));
And comment out the line commandWindow.close() in:
Code:
Scene_Save.prototype.onSaveFailure = function() {
    SoundManager.playBuzzer();
    //this._CommandWindow.close();
    this.activateListWindow();
};
and:
Code:
Scene_Load.prototype.onLoadSuccess = function() {
    SoundManager.playLoad();
    if (this._confirmWindow) {
        this._confirmWindow.close();
        this._confirmWindow.help.close();
    }
    //this._CommandWindow.close();
    this.fadeOutAll();
    $gameSystem.onAfterLoad();
    this.reloadMapIfUpdated();
    SceneManager.goto(Scene_Map);
    this._loadSuccess = true;
    $gameMap._justUploaded = true;
};
You need to disable the confirm window too:

Capture d’écran, le 2020-10-28 à 21.25.05.png
As for your face image, the Plugin is looking for the face images set for party members in the database. Do you have a face image set for the first actor in the database? Also did you start a new game and save a new file after you changed the parameters? The Plugin doesn't really check for the images in the database, but rather the images that were in the database when the file was saved.​
 

chiithecat

Veteran
Veteran
Joined
Sep 14, 2019
Messages
58
Reaction score
23
First Language
Korean
Primarily Uses
RMMV
The command window disappeared! Yeah! :)
I've been struggling to put face images on the scene and did a little test.
I thought maybe it's my project that's not working right so created a new project.
I did nothing but activate the plugin, so the actor is the default image with default face image.
I didn't change any of the parameters except setting 'Display Party Members' to 'faces'.
And the save scene looks like this:
캡처.PNG

I even saved several times but faces don't show.
Am I doing something wrong or is the plug-in not working?
 

TSR

The Northern Frog
Veteran
Joined
Nov 14, 2019
Messages
278
Reaction score
241
First Language
French
Primarily Uses
RMMV
Hello, the status section must be added to the section list, it's not there by default:

Capture d’écran, le 2020-10-29 à 12.46.04.png
 

chiithecat

Veteran
Veteran
Joined
Sep 14, 2019
Messages
58
Reaction score
23
First Language
Korean
Primarily Uses
RMMV
@ShadowDragon Oh my goooooooooooooooooooood that was the part I didn't understand!!!!!
I got my face shown on the scene!!!!!!!!!!!!!!!!!!!! Yeah!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thanks a lot!! :D

Now I'll make my picture to fit in the scene neatly..
and probably study the progress object. I think it'll be useful too.
Thanks again!! I really appreciate the help, @TSR and @ShadowDragon !
 

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,847
Reaction score
1,003
First Language
Dutch
Primarily Uses
RMMV
it might be a complex plugin, but once everything is done, you dont have to change anything
after anymore (or at least not much).

mine took a while to set it up right (which is more complex), but TSR helped me through this
and understand more, so I can try to help others, but while I got delayed, I will setup a tiny
workshop later on to make unique scenes :)

I am happy you got it working :)
 
  • Like
Reactions: TSR

chiithecat

Veteran
Veteran
Joined
Sep 14, 2019
Messages
58
Reaction score
23
First Language
Korean
Primarily Uses
RMMV
And I'm here again..... sorry to bother you....
I'm having another problem and it would be nice if you can help me out once more.

As I posted before, I'm trying to include the face and some texts in custom font and color as an image.
I thought I could do it by saving the image in image/faces, and changing the actor's face image every time the player saves.

캡처2.PNG

캡처.PNG

As you can see, the face part is neatly put, but the text on the right disappeared.
It probably is because of the section layout..?
(I'm not sure how the playtime is in the right place)
How can I make my save scene with a single column?
 

ShadowDragon

Veteran
Veteran
Joined
Oct 8, 2018
Messages
2,847
Reaction score
1,003
First Language
Dutch
Primarily Uses
RMMV
has the memo 1 text at all times? if so, you can basicly imprint this text,
as well for the face instantly for example.

the only thing you than need are 2 images, 1 for empty slot, 1 with slot.

Mine has name, playtime, savedate, data imprinted, the rest are
coded in the params to align nicely.

for a custom font, you need to modify it, but this also require YEP_MessageCore
and YEP_LoadCustomFonts in order to make this work.

are you using name tag as well? or just the memo (fixed text or changeable)?
 
  • Like
Reactions: TSR

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Yet another gaming question, i'm currently playing Last of Us 2 and want to get another game to play next but can't decide between Ghost of Tsushima, Miles Morales & Jedi Fallen Order. After the latest mandalorian i AM on a star wars kick, but i also LOVED the last spiderman game that prequels Miles Morales. Ghost of Tsushima is the bottom of my list but i heard it was AWESOME. Just want a good story & fun gameplay.
I checked out Genshin Impact gameplay out of curiosity. I can't believe it's available as a mobile game too. Smooth animation, great music, and stellar sound effects (the ambient sounds are pretty detailed).

I'm flabbergasted to see games have becoming more and more advanced. Maybe also because I'm oblivious to current trend for a long time, it almost feel like I'm being sent into distant future. xD
xDRAGOONx wrote on WaywardMartian's profile.
Your artwork is amazing!!!
:ewat:
Stream will be live shortly with a session of the Interactive Text Adventure! Feel free to drop by!
I should finish the cat video I'm editing and finish the indesign stuff. So far only 1 is done and 4 to go

Forum statistics

Threads
105,664
Messages
1,015,379
Members
137,341
Latest member
jasapembuatanwebsite
Top