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Topics - Trainer Zydragon

1
Will start when more people join. Please dont spam this thread.
2
Players

Anna Lockheart, Lvl 1: ShowHide

PLAYER: WhiteRose
AGE:17
SEX: Female
CLASS: Ex-Knight

Stats
HP: 12
MP: 0
Att: 8
Dex: 3
Str: 11
Def: 6
Int: 0
M.Def: 0

Primary Element: Ice
Weapon Affinity: Sword and Shield
Character Details: Anna's father is a high-ranking member of the Velorian military. She never knew her mother; she died before Anna remembers. Though she was young, her father trained her in the use of the sword. With such training as well as her natural talent, she quickly rose through the ranks. She became the youngest captain the army had ever seen. However, in a freak accident, her entire regiment was killed or wounded while out on a mission. She still does not firmly grasp the nature of what happened, as she herself was knocked out during the battle. Unable to explain what had happened to her superiors, she was stripped oh her rank and title. Determined to leave her past behind her, she is leaving the city, looking for a new life.
Appearance: Shoulder-length brown hair, blue eyes, average height, slender. She prefers to wear her armor, as she has simply gotten used to wearing it by now and feels naked without it.
Techniques: Helmsplitter



Other Characters


Spellbook



Techniques

Helmsplitter: ShowHide

At the temporary cost of 2 Str (taken off your stat value AFTER the skill is used) you have +2 Str and +2 Att for one use of this skill. Str is recovered over time.



Bestiary

3
It is the year 2010, in a version of Earth where magic and ancient weapons were commonplace and simple machinery was just being invented. A viral outbreak is spreading fast through a single continent, causing the people affected to go rabid and attack others, their eyes also turning a bright yellow. You must find the cause of the disease and stop it, hopefully also finding the cure along the way.



Intro

Alright, so this is PlanetFall, an RPG based on the continent of Valerius on an alternate version of Earth. Monsters roam the lands and magic has been perfected through the ages. Technology was left behind, leaving only simple inventions like ancient versions of light bulbs, meaning weaponry reverts back to swords and bows etc.

This game will be very D&D-esque, as battles will be resolved by dice rolls and statistics (on my end), and levels will go up based on experience gained. Therefore, any battles you get yourself into will be simple; Declare your attacks or magic, and against which monster, and I'll use the stats that you set to resolve the fight, meaning you could take damage and reduce HP too. One last thing, lets be realistic... Your days CANT last 50 hours :).

Elements

Elements play a major part in this, and the circle of elements goes like this:

Fire -> Ice -> Earth -> Wind -> Thunder -> Water -> Fire

i.e. Fire is strong against Ice, Thunder is strong against Water.

Holy and Dark are simply weak against each other. Attacking a WEAKER element will increase your possible damage. You can choose ONE element to start with, and have a possibility of learning more elements along the way. You can't however learn a STRONGER element than your primary one. e.g. Primary element is Fire, your secondary cannot be Water, but may be any other element. The same goes for your tertiary element (third).

Statistics Explained

Alright so heres the basic statistics, and what each one does.

  • HP = Determines Hit Points before knocked out

  • MP = Determines Magic Points. Used to cast spells

  • Att = Determines chances of hitting (coupled with Dex)

  • Dex = Determines chances of dodging (coupled with Att)

  • Str = Determines damage dealt from succesfull hit

  • Def = Determines defence (coupled with Str)

  • Int = Determines magical damage from spells

  • M.Def = Determines defence against magic



Spells

Each spell uses a set amount of MP, and every spell AUTOMATICALLY hits the target (it is assumed no one can dodge a spell). Damage from spells is determined like so;

Int value - enemies M.Def value = Damage dealt

This is assuming the enemy has a neutral element. Some spells come with certain effects that may increase or decrease the damage dealt, or target multiple enemies at once. Negative values are counted as 0.

Combat

Combat is determined in much the same way, except there is a chance to avoid another's attack, like so;

Att value - half enemies Dex value = boundary number

The boundary number should be between 1 and 6. Lower than 1 is an automatic fail, above 6 is an automatic hit. For numbers 1-6, three six-sided dice a rolled and the result is divided by 3. This number must be equal to or lower than the boundary number for you to hit. Any damage dealt is done the same as Magic, using the Str and Def stats in place of Int and M.Def

If your HP is reduced to 0 at any time, you will be knocked out for a set amount of hours (given by myself). If you are low on HP, or want to recharge MP, you may REST at the cost of half an hour (game time) per HP/MP.

Levels

You go up levels depending on the exp you gainin battle. Exp is a fixed number that I will assign to the monsters and actions, and levels are also fixed values for every player. Every level gets you an extra 4 stat points.

Character Template

NAME:
AGE:
SEX: Male/Female
CLASS: Pretty much up to you

stats (distribute 40 points between the 8 stats)
HP:
MP:
Att:
Dex:
Str:
Def:
Int:
M.Def:

Primary Element: As stated above in ELEMENTS
Weapon Affinity: State your most used weapon type. When weilding these weapons you gain certain bonuses to attack and strength.
Character Details: What is your character like?
Appearance:

Starting Position:

Questions

Just ask if you dont understand something :D

P.S. You can't just say *Zydragon battles God, gains 1000000 EXP* at level 1, enemies are subjective to my creation, and obviously I will make them impossible to beat if you decide to go the God route.
4
General Discussion / Character Position variable?
March 07, 2010, 09:35:24 am
Which section of script in which script edits, changes or defines character position? Or how would I go about defining it within a script?

I'm looking for this particular section of script for an options edit, yaknow so I can change char position like FF7 style.

Thanks for any help :)
5
Alright so heres the deal... Thousands of the 'old-style' models are currently down with this error.  >:(

Slims arent affected apparently, but for some daft reason the 40, 60 and 80gb PS3 models are rejecting the fact that this is a leapyear and are showing either the YLOD (like mine yesterday) and/or coming up with the error 8001050F.  :^_^':

If you get this problem like me then I believe it'll take a few days for sony to fix it... Hopefully they'll just upgrade us all to slims for free ;)

Any thoughts?
6
General Discussion / Options Menu Script
February 21, 2010, 08:49:24 pm
Ok here's the deal, i'm scripting (slowly) an Options menu for my game...

All I would like to know is what kind of options you guys would like in a game :D

Bear in mind this game does NOT have an ABS or ATB/sideview battlers script.
7
RMXP Script Database / [XP] Zydragon's Simple CMS
February 16, 2010, 08:10:43 pm
Zydragon's Simple CMS
Authors: Zydragon
Version: v1.1
Type: Simple custom menu system
Key Term: Custom Menu System



Introduction

This script is a simple menu system, omitting the SAVE option for those games that don't have saveable areas. This was to make way for an OPTIONS function, which I am currently scripting and will release in v2.0. If you would like a SAVE option, send me a private message and I'll send an edited script with the SAVE option included.

Put simply: This is an edit on the normal menu, giving it a more interesting look, and will be edited in terms of style and code in the near future.


Features


  • Simple CMS showing important features like Playtime and Gold
  • Added Location window, uses map names
  • plug&play script
  • Customizable features



Screenshots

Spoiler: ShowHide



Demo

Demo v1.1


Script

Spoiler: ShowHide

#===============================================================================
#                 Zydragon's Simple Custom Menu System
#                                 v1.1
#===============================================================================
#____Copyright_©____
#This Custom Menu System has been created by Zydragon™ and as such can not be
#used or distributed without formal acknowledgement and the acceptance of the
#creator. If this CMS is edited you must still acknowledge the original creator.
#
#____Version History____
#
#   v1.0      9/2/2010      Created
#   v1.1      14/2/2010     Optional section created + Location window
#
#
#
#===============================================================================
#-------------------------------------------------------------------------------
#This is a simple CMS showing the amount of money held, the playtime, and the
#party's stats, while looking more aesthetic and sleek (It looks different
#ok :D), as well as showing the map name.
#-------------------------------------------------------------------------------
#===============================================================================
#START Script settings section
#-------------------------------------------------------------------------------

GENERAL_TEXT = 6 #Change the number for a different color
SECONDARY_TEXT = 0 #Changes gold and playtime color
NAME_TEXT = 0 #Changes color of NAME text
LEVEL_TEXT = 3 #Changes color of LEVEL text
HP_TEXT = 2 #Changes color of HP text
SP_TEXT = 1 #Changes color of SP text

MENU_LOCATION = "center" #change to "left", "right" or "center" to change menu position

#========================================
#Opacity settings
#----------------------------------------

GOLDW_OPAC=150 #Gold window opacity
LOCW_OPAC=150 #Location window opacity
PLAYW_OPAC=150 #Playtime window opacity
MENUW_OPAC=200 #Menu opacity
CHARW_OPAC=175 #Character window opacity
 
#-------------------------------------------------------------------------------
#END Options section
#===============================================================================

def initialize (menu_index = 0)
 @menu_index = menu_index
end

#===============================================================================
#Gold Window
#Displays current amount of gold held
#-------------------------------------------------------------------------------

class Gold_Win_Hi < Window_Base
 
 def initialize
   super(0, 0, 200, 60)
   self.contents = Bitmap.new(width-32, height-32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   
   cx = contents.text_size($data_system.words.gold).width
   self.contents.font.color = text_color(GENERAL_TEXT)
   self.contents.draw_text(160-cx, 0, cx, 32, $data_system.words.gold, 2)
   self.contents.font.color = text_color(SECONDARY_TEXT)
   self.contents.draw_text(4, 0, 150-cx-2, 32, $game_party.gold.to_s, 2)
 end
end

#===============================================================================
#Playtime Window
#Displays & refreshes PlayTime
#-------------------------------------------------------------------------------

class PlayTime_Win < Window_Base
 
 def initialize
   super(0, 0, 200, 60)
   self.contents = Bitmap.new(width-32, height-32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
 end
 
 def refresh
   self.contents.clear
   self.contents.font.color = text_color(GENERAL_TEXT)
   self.contents.draw_text(0, 0, 80, 32, "Time: ")
   
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   minute = @total_sec / 60 % 60
   second = @total_sec % 60
   time = sprintf("%02d:%02d:%02d", hour, minute, second)
   self.contents.font.color = text_color(SECONDARY_TEXT)
   self.contents.draw_text(60, 0, 140, 32, time)
 end
 
 def update
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end


#===============================================================================
#Initialize class Scene_Menu
#-------------------------------------------------------------------------------

class Scene_Menu

 def main
   
#========================================
#Create Menu Window
#----------------------------------------
   s1="Items"
   s2="Skills"
   s3="Equip"
   s4="Status"
   s5="Quit"
   s6="Cancel"
   @menu_win=Window_Command2.new(120, [s1, s2, s3, s4, s5, s6])
   if MENU_LOCATION=="left"
     @menu_win.x=0
   end
   if MENU_LOCATION=="center"
     @menu_win.x=260
   end
   if MENU_LOCATION=="right"
     @menu_win.x=520
   end
   @menu_win.y=60
   @menu_win.height=260
   @menu_win.opacity=MENUW_OPAC
   @menu_win.back_opacity=MENUW_OPAC
   @menu_win.index=@menu_index
   
   if $game_party.actors.size == 0
     # Disable items, skills, equipment, and status
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
#========================================

   @gold_win_hi=Gold_Win_Hi.new
   @gold_win_hi.opacity=GOLDW_OPAC
   @gold_win_hi.back_opacity=GOLDW_OPAC
   
   @playtime_win=PlayTime_Win.new
   @playtime_win.x=440
   @playtime_win.opacity=PLAYW_OPAC
   @playtime_win.back_opacity=PLAYW_OPAC
   
   @char_win_sel=Char_Window_Select.new
   @char_win_sel.y=320
   @char_win_sel.opacity=CHARW_OPAC
   @char_win_sel.back_opacity=CHARW_OPAC
   
   @window_location=Window_Location.new
   @window_location.x=200
   @window_location.opacity=LOCW_OPAC
   @window_location.back_opacity=LOCW_OPAC
   
   @spriteset = Spriteset_Map.new
   
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   
   @gold_win_hi.dispose
   @playtime_win.dispose
   @spriteset.dispose
   @menu_win.dispose
   @char_win_sel.dispose
   @window_location.dispose
 end
 
#========================================
#Frame Update
#----------------------------------------
 def update
   
   @playtime_win.update
   @gold_win_hi.update
   @spriteset.update
   @menu_win.update
   @char_win_sel.update
   @window_location.update
   
   if @menu_win.active
     update_menu
     return
   end
   
   if @char_win_sel.active
     update_char
     return
   end
 end

#========================================
#Frame Update (When menu_win is active)
#----------------------------------------

 def update_menu
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return
   end
   
   if Input.trigger?(Input::C)
     if $game_party.actors.size == 0 and @menu_win.index < 4
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @menu_win.index
     when 0
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1
       $game_system.se_play($data_system.decision_se)
       @menu_win.active = false
       @char_win_sel.active = true
       @char_win_sel.index = 0
     when 2
       $game_system.se_play($data_system.decision_se)
       @menu_win.active = false
       @char_win_sel.active = true
       @char_win_sel.index = 0
     when 3
       $game_system.se_play($data_system.decision_se)
       @menu_win.active = false
       @char_win_sel.active = true
       @char_win_sel.index = 0
     when 4
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_End.new
     when 5  #Define CANCEL option
       $game_system.se_play($data_system.cancel_se)
       $scene = Scene_Map.new
       $game_map.autoplay
     end
     return
   end
 end
 
#========================================
#Frame Update (When char_win_sel is active)
#----------------------------------------
 
 def update_char
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.decision_se)
     @menu_win.active = true
     @char_win_sel.active = false
     @char_win_sel.index = -1
     return
   end
   
   if Input.trigger?(Input::C)
     case @menu_win.index
     when 1  # skill
       if $game_party.actors[@char_win_sel.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new(@char_win_sel.index)
     when 2  # equipment
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new(@char_win_sel.index)
     when 3  # status
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Status.new(@char_win_sel.index)
     end
     return
   end
 end
end


#-------------------------------------------------------------------------------
#END Main
#===============================================================================
#===============================================================================
#START Window_Command2 (Thanks nathmatt)
#-------------------------------------------------------------------------------

class Window_Command2 < Window_Selectable
 #-----------------------------------------------------
 # * Object Initialization
 #     width    : window width
 #     commands : command text string array
 #-----------------------------------------------------
 def initialize(width, commands)
   # Compute window height from command quantity
   super(0, 0, width, commands.size * 32 + 32)
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   refresh
   self.index = 0
 end
 #-----------------------------------------------------
 # * Refresh
 #-----------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
 end
 #-----------------------------------------------------
 # * Draw Item
 #     index : item number
 #     color : text color
 #-----------------------------------------------------
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index],1)
 end
 #-----------------------------------------------------
 # * Disable Item
 #     index : item number
 #-----------------------------------------------------
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end

#-------------------------------------------------------------------------------
#END Window_Command2
#===============================================================================
#===============================================================================
#START Character window SELECTABLE
#-------------------------------------------------------------------------------

class Char_Window_Select < Window_Selectable
 
 def initialize
   super(0, 0, 640, 160)
   self.contents = Bitmap.new(width-32, height-32)
   refresh
   self.active = false
   self.index = -1
   @column_max = 4
 end
 
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = i * 158 - 8
     y = 0
     char = $game_party.actors[i]
     char_hp_string = char.hp.to_s + "/" + char.maxhp.to_s
     char_sp_string = char.sp.to_s + "/" + char.maxsp.to_s
     self.contents.font.color = text_color(NAME_TEXT)  #Text colour
     self.contents.draw_text(x, y, 158, 32, char.name, 1) #Write name
     self.contents.font.color = text_color(LEVEL_TEXT)
     self.contents.draw_text(x, y+32, 158, 32, "Level " + char.level.to_s, 1)
     self.contents.font.color = text_color(HP_TEXT)
     self.contents.draw_text(x, y+64, 158, 32, char_hp_string, 1)
     self.contents.font.color = text_color(SP_TEXT)
     self.contents.draw_text(x, y+96, 158, 32, char_sp_string, 1)
   end
 end
 
 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(@index * 158, 0, 138, self.height - 32)
   end
 end
end

#-------------------------------------------------------------------------------
#END Character window SELECTABLE
#===============================================================================
#===============================================================================
#START Location Window (Thankyou dubealex)
#-------------------------------------------------------------------------------

class Game_Map
 def name
  $map_infos[@map_id]
 end
end

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

class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end

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

class Window_Location < Window_Base
 def initialize
   super(0, 0, 240, 60)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Tahoma"
   self.contents.font.size = 24
   refresh
 end

 def refresh
   self.contents.clear
   self.contents.font.color = text_color(SECONDARY_TEXT)
   self.contents.draw_text(0, 0, 208, 30, $game_map.name, 1)
 end
end

#-------------------------------------------------------------------------------
#END Location Window
#===============================================================================



Instructions

Pretty much copy&pasta, then press ESC to open the menu :)


Compatibility

This script bypasses any menu system put before it, and is therefore incompatible with other Custom Menu System scripts

This script is compatible with Zydragon's other scripts


Credits and Thanks


  • Nathmatt
  • Dubealex
  • And of course myself.


8
Welcome! / Well hello there :D
February 11, 2010, 04:44:15 am
I joined these forums a while ago for script help, and have just posted my first complete(ish) script today :D
Will be edited as time goes on to add new things.

But HELLO :D

P.S.
Isnt it great when you get a script to work ^_^
9
Zy's Orb/Save Point Script
Authors: Zydragon
Version: v1.1
Type: Custom Save & Quit System
Key Term: Misc System



Introduction

Alright so this is my first finished script... Simple yes? I'm a noob coder at the moment :D

Basically this script allows an FF10 style Save Orb, with Quit and Cancel functions. You can easily set the orb to heal people as well for a true FF10 orb, or you can ask (if you're worse than a coding noob) and I'll add certain options on request.

I intend to work on this as my coding skills grow, probably adding Teleport functions, custom Save screens, possibly an Options menu, info bars, and MAYBE a few more windows showing character stats, time played etc.

Let me know if you have any problems, or any coding tips :D



Features


  • FF10 Style Orb Save Point
  • Plug and play
  • Shouldn't mess with ANY other scripts



Screenshots

Spoiler: ShowHide



Demo

Orb_Save_Demo v1.0


Script

To call the script use a script call event with:
$scene=Orb_Menu.new

Spoiler: ShowHide

#===============================================================================
#                ZYDRAGON'S ORB AND SAVE POINT MENU SCRIPT
#                                  V1.1
#===============================================================================
#____Copyright_©____
#This Custom Menu System has been created by Zydragon™ and as such can not be
#used or distributed without formal acknowledgement and the acceptance of the
#creator. If this CMS is edited you must still acknowledge the original creator.
#
#____Version History____
#
#   v1.0      9/2/2010      Created
#   v1.1      10/2/2010     Save/End Fix & simplified (Thanks game_guy & nathmatt)
#
#
#____Compatability Issues____
#
#This CMS is, to my knowledge, completely compatable with all other
#RPG Maker XP scripts, as it messes with nothing and is all scripted
#within its own code.
#
#Scene_Save and Scene_End arent affected anymore. Enjoi.
#
#===============================================================================
#-------------------------------------------------------------------------------
#This CMS shows a small window in the center of the screen with selectable
#options. This CMS is made specifically for use with an Orb or Crystal Save
#Point scheme, much like FF10.
#
#To play custom Audio, export/move it to the file path Audio/BGM/SongName.mid
#and change the audio name in the options section below.
#-------------------------------------------------------------------------------

#===============================================================================
#START options section
#-------------------------------------------------------------------------------

PLAY_CUSTOM_AUDIO = true #Change to FALSE to play TITLE bgm instead
CUSTOM_AUDIO_PATH = "Audio/BGM/062-Slow05.mid" #Change "062-Slow05" to custom song's
                                              #name. .mid recommended, no other
                                              #types tested.

#-------------------------------------------------------------------------------
#END options section
#===============================================================================

#===============================================================================
#START Orb_Menu window
#-------------------------------------------------------------------------------

class Orb_Menu < Window_Base
 
 def initialize(menu_index = 0)
   @menu_index = menu_index #To show cursor position
 end
 
 def main
   s1 = "Save"
   s2 = "Quit"
   s3 = "Cancel"
   @window_orb = Window_Command.new(200, [s1, s2, s3]) #Creates array
   @window_orb.x=220
   @window_orb.y=176
   @window_orb.index = @menu_index
   @window_orb.back_opacity = 175
   
   @spriteset = Spriteset_Map.new #Screenshots current map for background
   
   if PLAY_CUSTOM_AUDIO == true
     Audio.bgm_play(CUSTOM_AUDIO_PATH, 100, 100) #Custom BGM
   else
     $game_system.bgm_play($data_system.title_bgm) #Plays your title music in menu
   end
       
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   
   Graphics.freeze
   @spriteset.dispose
   @window_orb.dispose
 end

 def update #Define UPDATE shown in MAIN
 
   @window_orb.update
 
   if Input.trigger?(Input::C) #If ENTER pressed...
     case @window_orb.index
     when 0  #Define SAVE option
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Orb_Save.new
     when 1  #Define QUIT option
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Orb_End.new
     when 2  #Define CANCEL option
       $game_system.se_play($data_system.cancel_se)
       $scene = Scene_Map.new
       $game_map.autoplay
     end
   end
   
   if Input.trigger?(Input::B) #If ESCAPE pressed...
     $game_system.se_play($data_system.cancel_se) #Play sound effect
     $scene = Scene_Map.new #Exits to map
     $game_map.autoplay
   end
 end
end

#-------------------------------------------------------------------------------
#END Orb Menu window
#===============================================================================

#===============================================================================
#START Orb Save detour
#-------------------------------------------------------------------------------

class Scene_Orb_Save < Scene_Save
 def on_cancel
   if Input.trigger?(Input::B) #If ESCAPE pressed
     $game_system.se_play($data_system.decision_se)
     $scene = Orb_Menu.new     #Returns to Orb Menu if cancelled
     return
   end
 end
 def on_decision(filename)
   $game_system.se_play($data_system.save_se)
   file = File.open(filename, "wb")
   write_save_data(file)
   file.close
   $scene = Orb_Menu.new       #Returns to Orb Menu after save
 end
 
end

#-------------------------------------------------------------------------------
#END Orb Save detour
#===============================================================================

#===============================================================================
#START Orb End detour
#-------------------------------------------------------------------------------

class Scene_Orb_End < Scene_End
 def update
   if Input.trigger?(Input::B) #If ESCAPE pressed...
     $game_system.se_play($data_system.decision_se)
     $scene = Orb_Menu.new     #Returns to Orb Menu if cancelled
     return
   end
   super
 end
 def command_cancel
   $game_system.se_play($data_system.decision_se)
   $scene = Orb_Menu.new       #Returns to Orb Menu after CANCEL selected
 end
end

   
#-------------------------------------------------------------------------------
#END Orb End detour
#===============================================================================




Instructions

Script pretty much tells you what to do... Completely plug and play in v1.1, just copy&paste


Compatibility

This should be compatable with EVERY other CMS and script, since it's not a proper CMS and is only used for save orbs.


Credits and Thanks


  • Zydragon (me obviously)
  • game_guy (for Save and End fix)
  • nathmatt (for the simplification)