[XP] Save File System

Started by shdwlink1993, July 26, 2008, 06:59:24 am

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shdwlink1993

August 24, 2008, 10:54:19 pm #20 Last Edit: August 27, 2008, 07:29:33 am by shdwlink1993
And here is the patch you need. You need the SFS to be before the patch. You will not need the original version of your Pro. Title Screen.

Da Patch: ShowHide

=begin
=========================================
Professional Title Screen ver. 2.0 English Translation
Script by ???, Edited by Kio !! :D
SFS Patch by shdwlink1993
http://rpg.para.s3p.net/
-->Released and translated by Sonicia.
Search for my name (Sonicia)for the customizing place where you can arange the
graphics where you want them. Please credit Kio, who orginally made this script
compatable, and me for translating, releasing, and finding out how to use it.
Note, in a few rare spots there is still Japanese, since it was code I didnt
change it for fear of messing it up. All comments are translated by Sonicia.

Note: you need continue.png, continue_active.png, newgame.png,
newgame_active.png, shutdown.png, shutdown_active.png, newgameplus.png, and
newgameplus_active.png in your game's graphics\title folder. The graphics must
be the same size, both active and inactive. This means that if you have an
arrow or text make that one first, duplicate, then erase the arrow and edit
the rest of the picture or it will be set off.
=========================================

=========================================
Title menu picture
=========================================
=end
module PARA_TITLE_CUSTOM
 
  # Menu command picture, (true/false)
  IMG_MENU = true
 
  #?---Menu command picture Setting---
  #Character string of menu command
  #MENU_NEWGAME = "new game" # new game
  MENU_NEWGAME = '??????' # ??????
  #MENU_LOAD = "continuing" # continuing
  MENU_LOAD = '???????' # ???????
  #MENU_END = "shutdown" # shutdown
  MENU_END = '???????' # ???????
  MENU_NEWGAMEPLUS = 'new game plus' #new game plus
 
  # window frame (true/false)
  WINDOW_TRANS = false
  #Transparency of the window frame
  WINDOW_OPACITY = 160
 
  #Side size (horizontal?) of # window
  WINDOW_WIDTH = 192
  #Vertical position of window (0: Coordinate appointment/
  #1: The left edge/2: Center/3: Right hand edge)
  WINDOW_ALIGN = 2
  #When # "coordinate appointment" being, abscissa of the window
  WINDOW_POS_X = 0
  #Vertical position of # window (0: Coordinate appointment/
  #1: Top/2: Center/3: Bottom)
  WINDOW_VALIGN = 0
  #When "coordinate appointment" being, ordinate of the window
  WINDOW_POS_Y = 288
 
  #==========================================
  =begin
  Sonicia
  Customize the location and the graphics make sure you change
  only the numbers, 250 is approxamtely the center of
  the vertical screen.
  Make sure that the command pictures are in the "Graphics/Titles" folder
  =end
  #==========================================
  =begin
  #New Game Graphic
  IMG_NEWGAME = ['newgame','newgame_active']
  IMG_NEWGAME_X = 100 # Horizontal position
  IMG_NEWGAME_Y = 160 # Vertical position
  #Continue Graphic
  IMG_LOAD = ['continue','continue_active']
  IMG_LOAD_X = 250 # Horizontal position
  IMG_LOAD_Y = 160 # Vertical position
  #Shut Down Graphic
  IMG_END = ['shutdown','shutdown_active']
  IMG_END_X = 400 # Horizontal position
  IMG_END_Y = 160 # Vertical position
  =end
  #My orginal settings for reference Copy and paste if you need to
  #New Game Graphic
  IMG_NEWGAME = ['newgame','newgame_active']
  IMG_NEWGAME_X = 100 # Horizontal position
  IMG_NEWGAME_Y = 160 # Vertical position
  #New Game Plus Graphic
  IMG_NEWGAMEPLUS = ['newgameplus','newgameplus_active']
  IMG_NEWGAMEPLUS_X = 180 # Horizontal position
  IMG_NEWGAMEPLUS_Y = 180 # Vertical position
  #Continue Graphic
  IMG_LOAD = ['continue','continue_active']
  IMG_LOAD_X = 212 # Horizontal position
  IMG_LOAD_Y = 250 # Vertical position
  #Shut Down Graphic
  IMG_END = ['shutdown','shutdown_active']
  IMG_END_X = 252 # Horizontal position
  IMG_END_Y = 320 # Vertical position
 
  #END CUSTOMIZABLE AREA
  #============================================
  #Synthetic method of picture (0: Usually/1: Addition/2: Subtraction)
  BLEND_TYPE = 0
end


#------------------------------------------------------------------------------

#======================================
# ? Scene_Title
#======================================

class Scene_Title
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
    #If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors = load_data('Data/Actors.rxdata')
    $data_classes = load_data('Data/Classes.rxdata')
    $data_skills = load_data('Data/Skills.rxdata')
    $data_items = load_data('Data/Items.rxdata')
    $data_weapons = load_data('Data/Weapons.rxdata')
    $data_armors = load_data('Data/Armors.rxdata')
    $data_enemies = load_data('Data/Enemies.rxdata')
    $data_troops = load_data('Data/Troops.rxdata')
    $data_states = load_data('Data/States.rxdata')
    $data_animations = load_data('Data/Animations.rxdata')
    $data_tilesets = load_data('Data/Tilesets.rxdata')
    $data_common_events = load_data('Data/CommonEvents.rxdata')
    $data_system = load_data('Data/System.rxdata')
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
    if SL93::NGP
      s2 = PARA_TITLE_CUSTOM::MENU_NEWGAMEPLUS
      s3 = PARA_TITLE_CUSTOM::MENU_LOAD
      s4 = PARA_TITLE_CUSTOM::MENU_END
    else
      s2 = PARA_TITLE_CUSTOM::MENU_LOAD
      s3 = PARA_TITLE_CUSTOM::MENU_END
    end
    w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
    if SL93::NGP
      @command_window = Window_Command.new(w, [s1, s2, s3, s4])
    else
      @command_window = Window_Command.new(w, [s1, s2, s3])
    end
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.opacity = 0
    else
      @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
    end
    # Position of the window
    case PARA_TITLE_CUSTOM::WINDOW_ALIGN
      when 0 then @command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
      when 1 then @command_window.x = 0
      when 2 then @command_window.x = ( 640 - @command_window.width ) / 2
      when 3 then @command_window.x = 640 - @command_window.width
    end
    case PARA_TITLE_CUSTOM::WINDOW_VALIGN
      when 0 then @command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
      when 1 then @command_window.y = 0
      when 2 then @command_window.y = ( 480 - @command_window.height ) / 2
      when 3 then @command_window.y = 480 - @command_window.height
    end
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = (0..SL93::SAVE_FILES-1).any? {|i|
      if SL93::DREAM
        FileTest.exist?("#{SAVE_NAME}#{file_index + 1}.dream4") if SL93::DREAM
      else
        FileTest.exist?("Save#{i+1}.rxdata") if !SL93::DREAM
      end
    }
    @newgameplus_enabled = (0..8).any? {|i|
      FileTest.exist?("Complete#{i+1}.ngp")
    } if SL93::NGP
    @newgame_enabled = true
    @newgame_enabled = (SL93::CURRENT_DISK == 1) if SL93::MDS
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    @command_window.disable_item(0) if !@newgame_enabled && SL93::MDS
    @command_window.disable_item(1) if !@newgameplus_enabled && SL93::NGP
    if @continue_enabled
      @command_window.index = 1
    else
      if SL93::NGP
        @command_window.disable_item(2)
      else
        @command_window.disable_item(1)
      end
    end
    # Command Picture
    if PARA_TITLE_CUSTOM::IMG_MENU
      @command_window.visible = false
      @command_img1 = Sprite.new
      @command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
      @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
      @command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
      @command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
      @command_img2 = Sprite.new
      @command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
      @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
      @command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
      @command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
      @command_img3 = Sprite.new
      @command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
      @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
      @command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
      @command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
      if SL93::NGP
        @command_img4 = Sprite.new
        @command_img4.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
        @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
        @command_img4.x = PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS_X
        @command_img4.y = PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS_Y
      end
      # If continue is enabled, move cursor to "Continue"
      # If disabled, display "Continue" text in gray
      @command_img1.opacity = 160 if SL93::MDS && !@newgame_enabled
      @command_img4.opacity = 160 if SL93::NGP && !@newgameplus_enabled
      if @continue_enabled
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
      else
        @command_img2.opacity = 160
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
      end
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      break if $scene != self
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    if PARA_TITLE_CUSTOM::IMG_MENU
      @command_img1.dispose
      @command_img2.dispose
      @command_img3.dispose
      @command_img4.dispose if SL93::NGP
    end
    # Graphics Dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      if SL93::NGP
        # Branch by command window cursor position
        case @command_window.index
          when 0 then command_new_game # New game
          when 1 then command_continue # Continue
          when 2 then command_shutdown # Shutdown
        end
      else
        # Branch by command window cursor position
        case @command_window.index
          when 0 then command_new_game # New game
          when 1 then command_continue # Continue
          when 2 then command_shutdown # Shutdown
        end
      end
    end
    if PARA_TITLE_CUSTOM::IMG_MENU
      if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
        if SL93::NGP
          case @command_window.index
          when 0 # New Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
          when 1 # New Game Plus
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[1])
          when 2 # Continue Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
          when 3 # End Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
          end
        else
          case @command_window.index
          when 0 # New Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
          when 1 # Continue Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
          when 2 # End Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
          end
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data('Data/BT_Actors.rxdata')
    $data_classes       = load_data('Data/BT_Classes.rxdata')
    $data_skills        = load_data('Data/BT_Skills.rxdata')
    $data_items         = load_data('Data/BT_Items.rxdata')
    $data_weapons       = load_data('Data/BT_Weapons.rxdata')
    $data_armors        = load_data('Data/BT_Armors.rxdata')
    $data_enemies       = load_data('Data/BT_Enemies.rxdata')
    $data_troops        = load_data('Data/BT_Troops.rxdata')
    $data_states        = load_data('Data/BT_States.rxdata')
    $data_animations    = load_data('Data/BT_Animations.rxdata')
    $data_tilesets      = load_data('Data/BT_Tilesets.rxdata')
    $data_common_events = load_data('Data/BT_CommonEvents.rxdata')
    $data_system        = load_data('Data/BT_System.rxdata')
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end


Infact, this actually might be an idea I could want to use. A picture based title screen... only then it wouldn't be a SFS anymore. It'd be more of a... Title Screen/Save File System thingy. Lemme know if you have any problems with the new script.
Stuff I've made:




"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

so i just need i few instructions on how to add the patch.

first do i replace the script with the patch you just gave me that add the save file system above scene_title (this is where the custom title script goes)

if yes there is an syntax error on line 60





Creator Of Music And Games
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keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

shdwlink1993

August 25, 2008, 06:39:59 am #22 Last Edit: August 25, 2008, 07:54:12 am by shdwlink1993
It would go The Patch (replacing Scene_Title), go through all the other scene scripts (Putting it at least under Scene_Debug (not under Main) for best effect) and then the SFS. Also, I made a mistake in the patch that's been corrected. It's in the last post I made.

err... line 60 says =begin
O.o
Stuff I've made:




"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

August 25, 2008, 12:03:56 pm #23 Last Edit: August 25, 2008, 12:21:54 pm by shadonking
ok iv done that but that error is still there. shal i just comment that whole section from =begin to =end

iv commented them and the only error now is

line 2923 tons of addons part 2

underfined method "command_new_game" for class "scene_title"





Creator Of Music And Games
Spoiler: ShowHide
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keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

shdwlink1993

Oh, oops! Another silly thing I forgot in the patch. This should be the last time you need to get it.
Stuff I've made:




"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

ok there are no errors now.  :D

but the title screen is the same as before, its not coming up with the custome title script. just the basic one.





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

shdwlink1993

Now I feel like an idiot... It's the other way around. I'm sorry that this has been so ridiculous, but for some reason my brain has been... unoperative at best over the last couple days. It goes SFS and then the patch. I really don't know why I said the other way around (since the patch is supposed to overwrite the SFS and it can't if the SFS is after it).
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Shadonking

i am really really sorry about this but there is a error on line 232 its says NAME ERROR and unitilized constant SL93::NPG

agian sorry for bieng a pain





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shdwlink1993

...alright, I admit it, I forgot to actually test or debug this patch. I have learned my lesson. SL93::NPG should give that error because it doesn't exist. SL93::NGP does exist, and oddly enough that is what it should be. You can either edit that your self or (for the billionth time) reapply the patch which I will edit in a sec. Sorry that this is taking so long. You're not being a pain, it's just that I feel like an idiot for making so many mistakes on this thing.
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"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

August 27, 2008, 08:00:35 am #29 Last Edit: August 27, 2008, 08:09:11 am by shadonking
thanks its working now  :D.

edit

there is a error in scene_file on line 25 "argument error" wrong number or argument (2 for 3)

this happens when you go to save game

also i dont mind about it takin a while to work becuase iv got other parts to do any way till its done and also its worth waiting for.





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shdwlink1993

OK. That's a basic ordering issue. Move the SFS and the Patch directly below Scene_Debug. That should fix the problem.
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"Never think you're perfect or else you'll stop improving yourself."

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Shadonking

 ok i done that and this happend






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shdwlink1993

 :O.o: Wait... What were you trying to do when it happened?

Because if you were loading a file, then that means that this script corrupts old save files... But if not... then I have no idea.
Stuff I've made:




"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

i was trying to enter the save screen of the menu, im using blizzards custom menu StormTronics hybrid edition. will that effect it. and i have no saves in the game.





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shdwlink1993

Updated the Save File System to 1.11b to fix the bug that you caught. Thanks, shadonking!

Quote from: shadonking on August 27, 2008, 08:00:35 am
also i dont mind about it takin a while to work becuase iv got other parts to do any way till its done and also its worth waiting for.


Yay! People appreciate my work! ^_^
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"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

 :haha: i found another



this happens when loading





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shdwlink1993

 :^_^': I fixed yet another glitch (and no, I'm not upping the version and all because I left out 6 characters...)
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"Never think you're perfect or else you'll stop improving yourself."

"Some people say the glass is half full... some half empty... I just wanna know who's been drinking my beer."

Shadonking

ok it works now without ending the game becuase of errors but the save files when saved or loaded say corrupt but they still work.

thats really odd





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Fantasist

Okay, something must be wrong with the refresh method of Window_SaveFile. In the load scene, it says 'corrupt data!' but the game loads normally. Haven't checked if everything is loaded, but the game loads without errors.
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Shadonking

it loads without errors so i sopose your correct (sorry i dont know much on how they work) the only problem is that it says corrupt





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