Guest Access
The only one
The only one
The only one
profile
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
Screenshot:
508 lines of "Da wonderful NuKa_BuBble's script"
Script:
Demo here: http://www.multiupload.com/IJ6FBVGNKV
NuKa_BuBble
profile
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,
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
Screenshot:
- Spoiler:
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
Demo here: http://www.multiupload.com/IJ6FBVGNKV
The only one
Show Signature
||||||||||
||||||||||
||||||||||
profile
supercow
profile
i havent tried it but from the screen shot it looks nice
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
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
||||||||||
Show Signature
||||||||||
The only one
The only one
The only one
profile
NuKa_BuBble
profile
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.
EDIT: It's done. I'll upload soon.
The only one
Show Signature
Administrator
Administrator
Administrator
profile
G@MeF@Ce
profile
@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 +
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 +
Administrator
Show Signature