Erase Save File and Item Storage Stuff

Started by Hadeki, January 15, 2009, 11:17:51 pm

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Hadeki

Hi. It's me again...
I'm having trouble with a couple things in RPG Maker XP. First, I was wondering how to delete a save file using the script. I'm thinking this may be impossible and I guess it's not important... But I do want to add this feature to my game. I added a "delete save file" option to the title screen and I wanted you to be able to select a save file and permanently erase it.

Next, I wanted to be able to give each party member their own inventory. And make the inventory limited to, like, 20 items. But also have a party inventory that can hold infinity items, but the party inventory is inaccessible during battle. Is that possible?
Also, all of the inventories are accessible through the main menu in the field. Like, select "Item" from the main menu and then select a party member to view their own inventory, or select the main party inventory.

Fantasist

January 15, 2009, 11:45:43 pm #1 Last Edit: January 15, 2009, 11:49:22 pm by Fantasist
The erasing thing works. I'll get back to you soon, it's easy.

The inventory, it's already been done (almost to your specs), check out Creation Asylum or .org, I'm sure you can find something.

Edit:
From the help file:
Quote
File.delete(filename ... )

Deletes a file or files and returns the number of files deleted. If deletion fails, throws an Errno::EXXX exception.

This method is for file deletion and cannot delete directories.


The RMXP help file is commonly forgotten but surprisingly good reference. Maybe I should put it in my sig.
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Hadeki

Gasp. Thank you. The save file deletion thing worked really well.
And I will investigate the item script thing...

Hadeki

I sort of tried looking around on that creation asylum .org site, but I couldn't find what I was looking for. I will keep looking there and I'll look around here, too. If anyone finds a script similar to what I'm asking for I'd like them to tell me.
Also, I plan to use the Neo Mode 7 script, too. Some CMS scripts don't really like Mode 7.

Blizzard

Try StormTronics CMS (can be found in the script database here). It's compatible with most scripts, it should work with Neo Mode 7.
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Hadeki

January 16, 2009, 07:31:26 pm #5 Last Edit: January 16, 2009, 07:37:19 pm by Hadeki
I found Stormtronic's CMS, but it doesn't allow multiple inventories. It's hard for me to explain what I want...
I got close to making it work myself though. I set it so when you select "Item", it targets the status screen thing and you select a party member, and THEN it brings you to a unique item page just for them. Except I don't know how to limit the amount of items in the inventories. And when you obtain an item it goes into every inventory. So, like... there's still only one inventory but four ways to view it. I don't really know what I'm doing, so... yeah.

EDIT.
I just remembered the script page Game_Party. How do I make five inventories? A main one, and one for each party member... The main one is not available in battle though.

Fantasist

Okay. I don't know how much you're familiar with scripts, but here I go.
Observe how the inventory works for the party and make sub-inventories for each actor. Basically, items are stored in hashes in the Game_Party class. 3 hashes for items, weapons and armors. I'd make the hashes in the Game_Actor class. Then all you have to do is modify or make scenes to handle them seperately. You'll have to mod the Window_Item class (or any window class that shows items) and make it actor-specific: like the status screen. Look at the Window_Status class to see what I mean. Now that I think about it, it's not that hard at all.
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Hadeki

Okay. I was able to do, like, a couple things using scripts but now when I try to do this I get all scared and confused because it's, like... too much to handle. So someone's going to have to hold my hand through this one please.
So, first off I have no idea how a hash, like, exists. And I do not know how or what or where to move it to the Game_Actor class.
I could probably make the graphics and layout portion of the different inventories... But all the random attributes and key term things or whatever would be hard for me.
And the Window_Status thing you talked about sort of makes sense. Maybe. I'm not really sure what it all means because I'm not very practiced in the whole scripting field.

Fantasist

You know what? I think I'll give it a shot.
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Hadeki

Ha ha. Yay.
Well... I just need to understand all the terms and how the item system works. That way I might be able to do the majority of the work myself...

Fantasist

Actually, I'm done with the technical part, I just need to make a scene to manage the inventories.
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Hadeki

Oh. Thank you.
Well, I will attempt to help if I can... Just ask if you need me.

And just out of curiosity, do you remember in RPG Maker 2000, and I think 2003, you could put |\|\|\|\^ or something in a message and that would cause the message to freeze for a little while and then automatically close? Can you do that in XP?

Fantasist

January 18, 2009, 04:30:02 am #12 Last Edit: January 18, 2009, 06:37:51 am by Fantasist
With some scripting, why not? There are many AMSes (Advanced Message Systems) out there which come with that feature and LOADS more. Try out Ccoa's UMS, it's my favourite. You'll find it in RPG Revolution (rpgrevolution.com).
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Blizzard

Argh! Don't promote CMS as abbreviation for Custom Message System. #_# Use the term AMS (Advanced Message System) instead. CMS is more commonly used to refer to Custom Menu System.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Fantasist

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Hadeki

January 23, 2009, 02:02:13 am #15 Last Edit: January 23, 2009, 02:31:07 am by Hadeki
Oh, I sort of forgot until now...
I have all these icon things for items, but they're 64x64. I tried to just change the ...24, 24) thing in Scene_Item to 64, but it just made the icon wider, but not longer. It's hard to explain. But, um... I would sort of like a multiple inventory script with icons that size. Or at least give me a hint as to how to change the icon size...
And there was something else... Oh. I wanted to make a common event for when you use, like, a key item just out in the field randomly and I wanted to know how to call the name of the item used (like \N[1], only with an item) within a message window...

And ONE more thing. Sorry. Um... I guess it's not THAT important, but I was wondering how I could make it so the colon and number of items would not show up in the inventory if you possessed just one of that specific item.
Yaaay. I made this work by myself.

Fantasist

Changing the icon size is a major pain, you'll have to mod lots of stuff and it's also not very compatible with some other scripts.
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Hadeki

Whoa. It seemed like it would be rather easy... Um. I will fiddle with it and try to make it work.
Thanks for all the help, by the way.

Fantasist

Well, technically, it's kind of easy, but it's a very bad idea. You can go for it if you're 100% sure you want them no matter what.
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Hadeki

Ha ha. Are you telling me there's no going back or what? Well, I am about 99% sure I want to change the icon size to 64x64.
If you just tell me what to do, I'll do it. If it's a real pain I don't want to make you go through all of it.