Yanfly Save Engine showing face instead sprites

Discussion in 'RGSSx Script Support' started by jumadelux, Nov 29, 2016.

  1. jumadelux

    jumadelux Villager Member

    Messages:
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    Location:
    Bermuda
    First Language:
    English
    Hello guys,


    I want a savescreen that show faces instead of character sprites.


    so I'm using Yanfly Ace Save Engine combined with Basic Autosave, I tried to edit it but now i can't save the game.


    Anyone know how to fix this? ._.

    #==============================================================================

    # ?\ Yanfly Engine Ace - Ace Save Engine v1.03
    # -- Last Updated: 2012.07.22
    # -- Level: Normal
    # -- Requires: n/a

    #==============================================================================


    $imported = {} if $imported.nil?
    $imported["YEA-SaveEngine"] = true


    #==============================================================================
    # ?\ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.07.22 - Fixed: Location Drawing.
    # 2012.01.23 - Anti-crash method added for removed maps.
    # 2011.12.26 - Compatibility Update: New Game+
    # 2011.12.26 - Started Script and Finished.

    #==============================================================================
    # ?\ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script provides a new save interface for the player. Along with a new
    # interface, the player can also load and delete saves straight from the menu
    # itself. This will in turn make the save command from the Main Menu always
    # available, but the save option within the new save menu will be enabled
    # depending on whether or not it is allowed or disallowed. From the interface,
    # the player is given more information regarding the save file including the
    # the location the player saved at, the amount of gold available, and any
    # variables that you want to show the player as well.

    #==============================================================================
    # ?\ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ?\ Materials/ef?T but above ?\ Main. Remember to save.

    # For first time installers, be warned that loading this script the first time
    # may not display all information in the status window for save files made
    # before the installation of this script. To remedy this, just load up the save
    # and save the file again.

    #==============================================================================
    # ?\ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.

    #==============================================================================


    module YEA
      module SAVE
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Slot Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts how the slot window appears on the left side of the
        # screen. This also adjusts the maximum number of saves a player can make,
        # the way the slot names appear, and the icons used.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        MAX_FILES = 6         # Maximum saves a player can make. Default: 16
        SLOT_NAME = "Book %s"  # How the file slots will be named.
        
        # These are the icons
        SAVE_ICON  = 368       # Icon used to indicate a save is present.
        EMPTY_ICON = 375       # Icon used to indicate an empty file.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Action Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts how the action window appears, the sound effect
        # played when deleting files, and what appears in the help window above.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        ACTION_LOAD   = "Continue"           # Text used for loading games.
        ACTION_SAVE   = "Write"           # Text used for saving games.
        ACTION_DELETE = "Erase"         # Text used for deleting games.
        DELETE_SOUND  = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.
        
        # These text settings adjust what displays in the help window.
        SELECT_HELP = "Select your records."
        LOAD_HELP   = "Continue the written data."
        SAVE_HELP   = "Wrote the current progress in your advemture."
        DELETE_HELP = "Erase all data from this written book."
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Status Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts how the status window appears in the middle of the
        # screen (that displays the game's data) such as the total playtime, total
        # times saved, total gold, the party's current location, and the variables
        # to be displayed.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        EMPTY_TEXT = "No Save Data"      # Text used when no save data is present.
        PLAYTIME   = "Playtime:"          # Text used for total playtime.
        #TOTAL_SAVE = "Total Saves: "     # Text used to indicate total saves.
        TOTAL_GOLD = "Total Gold: "      # Text used to indicate total gold.
        LOCATION   = "Location: "        # Text used to indicate current location.
        
        # These variables will be shown in each of the two columns for those who
        # would want to display more information than just what's shown. Input the
        # variables into the arrays below to designate what data will be shown.
        #COLUMN1_VARIABLES = [1, 2, 3]
        #COLUMN2_VARIABLES = [4, 5, 6]
        
      end # SAVE
    end # YEA


    #==============================================================================
    # ?\ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================


    #==============================================================================
    # ?! Icon
    #==============================================================================


    module Icon
      
      #--------------------------------------------------------------------------
      # self.save_icon
      #--------------------------------------------------------------------------
      def self.save_icon; return YEA::SAVE::SAVE_ICON; end
      
      #--------------------------------------------------------------------------
      # self.empty_icon
      #--------------------------------------------------------------------------
      def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
        
    end # Icon


    #==============================================================================
    # ?! Numeric
    #==============================================================================


    class Numeric
      
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      unless $imported["YEA-CoreEngine"]
      def group; return self.to_s; end
      end # $imported["YEA-CoreEngine"]
        
    end # Numeric


    #==============================================================================
    # ?! DataManager
    #==============================================================================


    module DataManager
      
      #--------------------------------------------------------------------------
      # overwrite method: savefile_max
      #--------------------------------------------------------------------------
      def self.savefile_max
        return YEA::SAVE::MAX_FILES
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: self.make_save_header
      #--------------------------------------------------------------------------
      def self.make_save_header
        header = {}
        header[:faces]         = $game_party.faces_for_savefile
        header[:playtime_s]    = $game_system.playtime_s
        header[:system]        = Marshal.load(Marshal.dump($game_system))
        header[:timer]         = Marshal.load(Marshal.dump($game_timer))
        header[:message]       = Marshal.load(Marshal.dump($game_message))
        header[:switches]      = Marshal.load(Marshal.dump($game_switches))
        header[:variables]     = Marshal.load(Marshal.dump($game_variables))
        header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
        header[:actors]        = Marshal.load(Marshal.dump($game_actors))
        header[:party]         = Marshal.load(Marshal.dump($game_party))
        header[:troop]         = Marshal.load(Marshal.dump($game_troop))
        header[:map]           = Marshal.load(Marshal.dump($game_map))
        header[:player]        = Marshal.load(Marshal.dump($game_player))
        header
      end
      
    end # DataManager


    #==============================================================================
    # ?! Window_MenuCommand
    #==============================================================================


    class Window_MenuCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # overwrite method: save_enabled
      #--------------------------------------------------------------------------
      def save_enabled; return true; end
      
    end # Window_MenuCommand


    #==============================================================================
    # ?! Window_FileList
    #==============================================================================


    class Window_FileList < Window_Selectable
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy)
        super(dx, dy, 128, Graphics.height - dy)
        refresh
        activate
        select(SceneManager.scene.first_savefile_index)
      end
      
      #--------------------------------------------------------------------------
      # item_max
      #--------------------------------------------------------------------------
      def item_max; return DataManager.savefile_max; end
      
      #--------------------------------------------------------------------------
      # current_item_enabled?
      #--------------------------------------------------------------------------
      def current_item_enabled?
        header = DataManager.load_header(index)
        return false if header.nil? && SceneManager.scene_is?(Scene_Load)
        return true
      end
      
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        create_contents
        draw_all_items
      end
      
      #--------------------------------------------------------------------------
      # draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        header = DataManager.load_header(index)
        enabled = !header.nil?
        rect = item_rect(index)
        rect.width -= 4
        draw_icon(save_icon?(header), rect.x, rect.y, enabled)
        change_color(normal_color, enabled)
        text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
        draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
      end
      
      #--------------------------------------------------------------------------
      # save_icon?
      #--------------------------------------------------------------------------
      def save_icon?(header)
        return Icon.empty_icon if header.nil?
        return Icon.save_icon
      end
      
    end # Window_FileList


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


    class Window_FileStatus < Window_Base
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy, file_window)
        super(dx, dy, Graphics.width - dx, Graphics.height - dy)
        @file_window = file_window
        @current_index = @file_window.index
        refresh
      end
      
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        return if @file_window.index < 0
        return if @current_index == @file_window.index
        @current_index = @file_window.index
        refresh
      end
      
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        reset_font_settings
        @header = DataManager.load_header(@file_window.index)
        if @header.nil?
          draw_empty
        else
          draw_save_contents
        end
      end
      
      #--------------------------------------------------------------------------
      # draw_empty
      #--------------------------------------------------------------------------
      def draw_empty
        colour = Color.new(0, 0, 0, translucent_alpha/2)
        rect = Rect.new(0, 0, contents.width, contents.height)
        contents.fill_rect(rect, colour)
        text = YEA::SAVE::EMPTY_TEXT
        change_color(system_color)
        draw_text(rect, text, 1)
      end
      
      #--------------------------------------------------------------------------
      # draw_save_slot
      #--------------------------------------------------------------------------
      def draw_save_slot(dx, dy, dw)
        reset_font_settings
        change_color(system_color)
        text = sprintf(YEA::SAVE::SLOT_NAME, "")
        draw_text(dx, dy, dw, line_height, text)
        cx = text_size(text).width
        change_color(normal_color)
        draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+0).group)
      end
      
      #--------------------------------------------------------------------------
      # draw_save_playtime
      #--------------------------------------------------------------------------
      def draw_save_playtime(dx, dy, dw)
        return if @header[:playtime_s].nil?
        reset_font_settings
        change_color(system_color)
        text = YEA::SAVE::pLAYTIME
        draw_text(dx, dy, dw, line_height, text)
        cx = text_size(text).width
        change_color(normal_color)
        draw_text(dx+cx, dy, dw-cx, line_height, @header[:playtime_s], 2)
      end
      
      #--------------------------------------------------------------------------
      # draw_save_gold
      #--------------------------------------------------------------------------
      def draw_save_gold(dx, dy, dw)
        return if @header[:party].nil?
        reset_font_settings
        change_color(system_color)
        draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
        text = Vocab::currency_unit
        draw_text(dx, dy, dw, line_height, text, 2)
        cx = text_size(text).width
        change_color(normal_color)
        text = @header[:party].gold.group
        draw_text(dx, dy, dw-cx, line_height, text, 2)
      end
      
      #--------------------------------------------------------------------------
      # draw_save_location
      #--------------------------------------------------------------------------
      def draw_save_location(dx, dy, dw)
        return if @header[:map].nil?
        reset_font_settings
        change_color(system_color)
        draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
        change_color(normal_color)
        cx = text_size(YEA::SAVE::LOCATION).width
        return if $data_mapinfos[@header[:map].map_id].nil?
        text = @header[:map].display_name
        text = $data_mapinfos[@header[:map].map_id].name if text == ""
        draw_text(dx+cx, dy, dw-cx, line_height, text)
      end
      
      #--------------------------------------------------------------------------
      # draw_save_characters
      #--------------------------------------------------------------------------
      def draw_save_faces(dx, dy)
    #    header = DataManager.load_header(@file_index)
        return if @header[:party].nil?
        reset_font_settings
        make_font_smaller
        dw = (contents.width - dx) / @header[:party].max_battle_members
        dx += dw/2
        for member in @header[:party].battle_members
          next if member.nil?
          member = @header[:actors][member.id]
          change_color(normal_color)
          draw_actor_face(member, dx, dy)
          text = member.name
          draw_text(dx-dw/2, dy, dw, line_height, text, 1)
          text = member.level.group
          draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
          cx = text_size(text).width
          change_color(system_color)
          text = Vocab::level_a
          draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
          dx += dw
        end
      end
      
      #--------------------------------------------------------------------------
      # draw_save_contents
      #--------------------------------------------------------------------------
      def draw_save_contents
        draw_save_slot(4, 0, contents.width/2-8)
        draw_save_playtime(4, line_height, contents.width/2-63)
        #draw_save_total_saves(4, line_height, contents.width/2-8)
        draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
        draw_save_location(4, line_height*2, contents.width-8)
        draw_save_faces(0, line_height*5 + line_height/3)
        #draw_save_column1(16, line_height*7, contents.width/2-48)
        #draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
      end
      
    end # Window_FileStatus


    #==============================================================================
    # ?! Window_FileAction
    #==============================================================================


    class Window_FileAction < Window_HorzCommand
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy, file_window)
        @file_window = file_window
        super(dx, dy)
        deactivate
        unselect
      end
      
      #--------------------------------------------------------------------------
      # window_width
      #--------------------------------------------------------------------------
      def window_width; Graphics.width - 128; end
      
      #--------------------------------------------------------------------------
      # col_max
      #--------------------------------------------------------------------------
      def col_max; return 3; end
      
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        return if @file_window.index < 0
        return if @current_index == @file_window.index
        @current_index = @file_window.index
        refresh
      end
      
      #--------------------------------------------------------------------------
      # make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        @header = DataManager.load_header(@file_window.index)
        add_load_command
        add_save_command
        add_delete_command
      end
      
      #--------------------------------------------------------------------------
      # add_load_command
      #--------------------------------------------------------------------------
      def add_load_command
        add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
      end
      
      #--------------------------------------------------------------------------
      # load_enabled?
      #--------------------------------------------------------------------------
      def load_enabled?
        return false if @header.nil?
        return true
      end
      
      #--------------------------------------------------------------------------
      # add_save_command
      #--------------------------------------------------------------------------
      def add_save_command
        add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
      end
      
      #--------------------------------------------------------------------------
      # 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 true
      end
      
      #--------------------------------------------------------------------------
      # add_delete_command
      #--------------------------------------------------------------------------
      def add_delete_command
        add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
      end
      
      #--------------------------------------------------------------------------
      # delete_enabled?
      #--------------------------------------------------------------------------
      def delete_enabled?
        return false if @header.nil?
        return true
      end
      
      #--------------------------------------------------------------------------
      # update_help
      #--------------------------------------------------------------------------
      def update_help
        case current_symbol
        when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
        when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
        when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
        end
      end
      
    end # Window_FileAction


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


    class Scene_File < Scene_MenuBase
      
      #--------------------------------------------------------------------------
      # overwrite method: start
      #--------------------------------------------------------------------------
      def start
        super
        create_all_windows
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: terminate
      #--------------------------------------------------------------------------
      def terminate
        super
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: update
      #--------------------------------------------------------------------------
      def update
        super
      end
      
      #--------------------------------------------------------------------------
      # new method: create_all_windows
      #--------------------------------------------------------------------------
      def create_all_windows
        create_help_window
        create_file_window
        create_action_window
        create_status_window
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: create_help_window
      #--------------------------------------------------------------------------
      def create_help_window
        @help_window = Window_Help.new
        @help_window.set_text(YEA::SAVE::SELECT_HELP)
      end
      
      #--------------------------------------------------------------------------
      # new method: create_file_window
      #--------------------------------------------------------------------------
      def create_file_window
        wy = @help_window.height
        @file_window = Window_FileList.new(0, wy)
        @file_window.set_handler:)ok, method:)on_file_ok))
        @file_window.set_handler:)cancel, method:)return_scene))
      end
      
      #--------------------------------------------------------------------------
      # new method: create_action_window
      #--------------------------------------------------------------------------
      def create_action_window
        wx = @file_window.width
        wy = @help_window.height
        @action_window = Window_FileAction.new(wx, wy, @file_window)
        @action_window.help_window = @help_window
        @action_window.set_handler:)cancel, method:)on_action_cancel))
        @action_window.set_handler:)load, method:)on_action_load))
        @action_window.set_handler:)save, method:)on_action_save))
        @action_window.set_handler:)delete, method:)on_action_delete))
      end
      
      #--------------------------------------------------------------------------
      # new method: create_status_window
      #--------------------------------------------------------------------------
      def create_status_window
        wx = @action_window.x
        wy = @action_window.y + @action_window.height
        @status_window = Window_FileStatus.new(wx, wy, @file_window)
      end
      
      #--------------------------------------------------------------------------
      # new method: on_file_ok
      #--------------------------------------------------------------------------
      def on_file_ok
        @action_window.activate
        index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
        @action_window.select(index)
      end
      
      #--------------------------------------------------------------------------
      # new method: on_action_cancel
      #--------------------------------------------------------------------------
      def on_action_cancel
        @action_window.unselect
        @file_window.activate
        @help_window.set_text(YEA::SAVE::SELECT_HELP)
      end
      
      #--------------------------------------------------------------------------
      # new method: on_action_load
      #--------------------------------------------------------------------------
      def on_action_load
        if DataManager.load_game(@file_window.index)
          on_load_success
        else
          Sound.play_buzzer
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: on_load_success
      #--------------------------------------------------------------------------
      def on_load_success
        Sound.play_load
        fadeout_all
        $game_system.on_after_load
        SceneManager.goto(Scene_Map)
      end
      
      #--------------------------------------------------------------------------
      # new method: on_action_save
      #--------------------------------------------------------------------------
      def on_action_save
        @action_window.activate
        if DataManager.save_game(@file_window.index)
          on_save_success
          refresh_windows
        else
          Sound.play_buzzer
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: on_save_success
      #--------------------------------------------------------------------------
      def on_save_success; Sound.play_save; end
      
      #--------------------------------------------------------------------------
      # new method: on_action_delete
      #--------------------------------------------------------------------------
      def on_action_delete
        @action_window.activate
        DataManager.delete_save_file(@file_window.index)
      #  on_delete_success
        refresh_windows
      end
      
      #--------------------------------------------------------------------------
      # new method: on_delete_success
      #--------------------------------------------------------------------------
      #def on_delete_success
      #  YEA::SAVE::DELETE_SOUND.play
      #end
      
      #--------------------------------------------------------------------------
      # new method: refresh_windows
      #--------------------------------------------------------------------------
      def refresh_windows
        @file_window.refresh
        @action_window.refresh
        @status_window.refresh
      end
      
    end # Scene_File


    #==============================================================================
    # ?! Scene_Save
    #==============================================================================


    class Scene_Save < Scene_File
      
      #--------------------------------------------------------------------------
      # overwrite method: on_savefile_ok
      #--------------------------------------------------------------------------
      def on_savefile_ok; super; end
      
      #--------------------------------------------------------------------------
      # overwrite method: on_save_success
      #--------------------------------------------------------------------------
      def on_save_success; super; end
      
    end # help_window_text


    #==============================================================================
    # ?! Scene_Load
    #==============================================================================


    class Scene_Load < Scene_File
      
      #--------------------------------------------------------------------------
      # overwrite method: on_savefile_ok
      #--------------------------------------------------------------------------
      def on_savefile_ok; super; end
      
      #--------------------------------------------------------------------------
      # overwrite method: on_load_success
      #--------------------------------------------------------------------------
      def on_load_success; super; end
      
    end # Scene_Load


    class Window_FileList
      def draw_item(index)
        header = DataManager.load_header(index)
        enabled = !header.nil?
        rect = item_rect(index)
        rect.width -= 4
        draw_icon(save_icon?(header), rect.x, rect.y, enabled)
        change_color(normal_color, enabled)
        if index == 0
          text = AUTOSAVE_FILE_NAME
        else
          text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
        end
        draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
      end
    end





    Thankyou before, sorry for asking much x_x
     
    Last edited by a moderator: Nov 30, 2016
    #1
  2. mlogan

    mlogan Global Moderators Global Mod

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    I've moved this thread to Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
     
    #2
  3. jumadelux

    jumadelux Villager Member

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    Thankyou mod, I will make sure to post in correct forum next time :D
     
    #3
  4. Kes

    Kes Global Moderators Global Mod

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    First, would you please put that script into a spoiler.  It makes scrolling down the page time consuming.  Normally we ask for people to give a link to the page where the script came from in case there is additional information there that can help answer the query.  However, I assume that in this instance you've given the script because you have altered it.


    However, you have not told us what edits you've made, and I think it's asking too much for people to go through making a line by line comparison with the original - if they have it.  Would you please, therefore, tell us what changes you have made.


    I also use Yanfly's Ace Save Engine, and I have sprites, not faces.  


    Looking to see why that might be, I notice that I have version 1.2 and you are using 1.3.  I have no idea what the total changes are between those two versions, but one thing I did notice is this.


    In the section draw_save_characters, your first line after the heading is


    def draw_save_faces(dx, dy)

    My first line after the heading is


    def draw_save_characters(dx, dy)


    Perhaps if you went back to your original version (i.e. without the edits that you tried) and instead changed that one line you might get what you want.


    But please note, I am not a scripter, so I could be wrong.
     
    #4
  5. AceOfAces_Mod

    AceOfAces_Mod Engineering to infinity! Veteran

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    I suggest you replace your version of the script with the latest one (backup your version too). Then, on line 396, change draw_actor_graphic(member, dx, dy) to draw_actor_face(member, dx, dy). You may need to play with the math here to adjust the position.
     
    Last edited by a moderator: Nov 30, 2016
    #5
  6. jumadelux

    jumadelux Villager Member

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    @ksjp17, when i noticed, i just edited the codes about showing sprites, trying to make the entire character script become faces. 


    The rest i edited is just to remove variable column and total saves.


    @AceofAces_Mod, oh yeah i tried it and noticed that i just need to change that draw_actor_graphic(member, dx, dy).


    Somehow i edited the entire characters to faces before, i'm replacing the edited codes with the official and now it's fixed. Thankyou so much :D
     
    #6

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