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The only one
The only one
#1 default Save & Quit script (Scene_Exit)
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NuKa_BuBble

NuKa_BuBble
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The only one
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Scene Exit


Description:
This script ask the player when (s)he press on End game if (s)he want to save & quit, quit or just return to game. If the player is not allowed to save, the script display a message. The "Save & Quit" option is in gray.

Version: 9.2
-When the save is disable, it's show in gray
-Remove the window display

Older versions:
Version 9.1
-Fixed THE bugs

Version 8.1
-Bugs fixed
-Added: Allow to save from the Menu Laughing

Screenshot:


Spoiler:
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508 lines of "Da wonderful NuKa_BuBble's script"

Script:

Spoiler:
Code:
################################################################################
#                                                                              #
#                                  Scene_Exit                                  #
#                                                                              #
#    By: NuKa_BuBble                                                          #
#    Version: Final                                                            #
#    Started: 23/10/2011                                                      #
#                                                                              #
#    You can find me on these websites:                                        #
#    http://gameface101.playogame.com/                                        #
#                                                                              #
################################################################################

class Scene_Exit
def main
s1 = "Save & exit"
s2 = "Exit"
s3 = "Cancel"
@command_window = Window_Command.new(200, [s1, s2, s3])
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 240 - @command_window.height / 2
if $game_system.save_disabled
# Disable save
  @command_window.disable_item(0)
end
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
end
def update
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
command_cancel
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
# If saving is forbidden
  if $game_system.save_disabled
  # 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 save screen
  $scene = Scene_Save.new
when 1
command_leave
when 2
  command_cancel
end
return
end
end
def command_leave
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# If player choosed to title option
if $quit_option == 1
$scene = Scene_Title.new
end
# If player choosed Exit game option
if $quit_option == 2
$scene = nil
end
end
def command_cancel
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$quit_option = 0
$scene = Scene_Menu.new
end
end

#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super("Which file would you like to save to?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # Play save SE
    $game_system.se_play($data_system.save_se)
    # Write save data
    file = File.open(filename, "wb")
    write_save_data(file)
    file.close
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
  if $quit_option == 0
    $scene = Scene_Menu.new(4)
  elsif $quit_option == 1
    $scene = Scene_Title.new
  elsif $quit_option == 2
    $scene = nil
  end
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Menu.new(4)
  end
  #--------------------------------------------------------------------------
  # * Write Save Data
  #    file : write file object (opened)
  #--------------------------------------------------------------------------
  def write_save_data(file)
    # Make character data for drawing save file
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    # Write character data for drawing save file
    Marshal.dump(characters, file)
    # Wrire frame count for measuring play time
    Marshal.dump(Graphics.frame_count, file)
    # Increase save count by 1
    $game_system.save_count += 1
    # Save magic number
    # (A random value will be written each time saving with editor)
    $game_system.magic_number = $data_system.magic_number
    # Write each type of game object
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
  end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = "Main menu"
    s2 = "Close the game"
    s3 = "Cancel"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    # 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
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of window
    @command_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(5)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        $quit_option = 1
        command_to_title
      when 1  # shutdown
        $quit_option = 2
        command_shutdown
      when 2  # quit
        $quit_option = 0
        command_cancel
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [To Title] Command
  #--------------------------------------------------------------------------
  def command_to_title
    # 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)
    # Switch to title screen
    $scene = Scene_Exit.new
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [Shutdown] Command
  #--------------------------------------------------------------------------
  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 = Scene_Exit.new
  end
  #--------------------------------------------------------------------------
  # *  Process When Choosing [Cancel] Command
  #--------------------------------------------------------------------------
  def command_cancel
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to menu screen
    $scene = Scene_Menu.new(5)
  end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    # If number of party members is 0
    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
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @command_window.height = 224
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # 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
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # 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 save screen
        $quit_option = 0
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # 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 skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

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http://nukabubble.deviantart.com/ http://soundcloud.com/nuka_bubble https://www.youtube.com/user/NuKaBuBble?feature=mhee
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#2 default Re: Save & Quit script (Scene_Exit)
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supercow

supercow
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i havent tried it but from the screen shot it looks nice Razz
but isnt it a hassle that if we cant save and accidentaly press it and that warning came, and had to press enter for it to dissapear.
instead, can it just made so the save&exit became blur and cant be pressed when it can't save ?
just a thought Cool
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The only one
The only one
#3 default Re: Save & Quit script (Scene_Exit)
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NuKa_BuBble

NuKa_BuBble
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I'll try to make that edit. But maybe. I just need to change the color. Nice idea.

EDIT: It's done. I'll upload soon.
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#4 default Re: Save & Quit script (Scene_Exit)
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G@MeF@Ce

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@Nuka- great job! ^,^

not sure how I over looked your post but I'm glad you sent that pm to let me know.

I can see a game in which the player must do something early on to enable the save feature.

you learn script must faster then me +
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