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zahraa

Auto save

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yeah,i know i'm not first one who request this script but i couldn't find what i want

i found a script,it auto saves the game on file 1 but i want to save it above all of savefiles

and make a new bar called it auto save.

thanks

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Give me a little while to get some affairs in order, and I'll see if I can do it.

 

Question though, what, if any, custom scripts do you have? Especially anything that involves a 'save system'.

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well,i have 2 custom scripts :

first one used for more savefile

second one used for changing savefile path

i don't think they are conflicting scripts but i can post them if you think you need them to make an auto save script.

here they are (i changed them a little :D)

 

module AppData

 

GAME_TITLE = "Game's name"

 

def self.make_filename(index)

dir = "#{ENV['APPDATA']}\\#{GAME_TITLE}"

Dir.mkdir(dir) unless File.directory?(dir)

return "#{dir}\\Save#{index + 1}.rxdata"

end

end

class Scene_File

 

def make_filename(index)

return AppData.make_filename(index)

end

end

class Scene_Title

 

alias check_appdata_files update

def update

if @checked == nil

(0..3).each {|i|

if FileTest.exist?(AppData.make_filename(i))

@continue_enabled = true

@command_window.refresh

break

end

}

@checked = true

end

check_appdata_files

end

end

class Window_SaveFile

 

def initialize(file_index, filename)

super(0, 64 + file_index % 4 * 104, 640, 104)

self.contents = Bitmap.new(width - 32, height - 32)

@file_index = file_index

@filename = AppData.make_filename(@file_index)

@time_stamp = Time.at(0)

@file_exist = FileTest.exist?(@filename)

if @file_exist

file = File.open(@filename, "r")

@time_stamp = file.mtime

@characters = Marshal.load(file)

@frame_count = Marshal.load(file)

@game_system = Marshal.load(file)

@game_switches = Marshal.load(file)

@game_variables = Marshal.load(file)

@total_sec = @frame_count / Graphics.frame_rate

file.close

end

refresh

@selected = false

end

end

 

 

 

 

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

# Personal Save Files

# By: Polraudio

# Credits: Polraudio, RPG Advocate, Cybersam

# Version: 1.0

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

=begin

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

Features:

- Allows you to have up to Unlimited save files

- You can have a name for your save files

 

Instructions:

Place above main

 

Contact:

If you have any questions or comments you can find me

at www.rmxpunlimited.net(Best Method)

 

Or email me polraudio@gmail.com

=end

class Window_SaveFile < Window_Base

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

def initialize(file_index, filename, position)

y = 64 + position * 104

super(0, y, 640, 104)

self.contents = Bitmap.new(width - 32, height - 32)

@file_index = file_index

@filename = @filename = AppData.make_filename(@file_index)

@time_stamp = Time.at(0)

@file_exist = FileTest.exist?(@filename)

if @file_exist

file = File.open(@filename, "r")

@time_stamp = file.mtime

@characters = Marshal.load(file)

@frame_count = Marshal.load(file)

@game_system = Marshal.load(file)

@game_switches = Marshal.load(file)

@game_variables = Marshal.load(file)

@total_sec = @frame_count / Graphics.frame_rate

file.close

end

refresh

@selected = false

end

def refresh

self.contents.clear

self.contents.font.color = normal_color

name = "File #{@file_index + 1}"

self.contents.draw_text(4, 0, 600, 32, name)

@name_width = contents.text_size(name).width

if @file_exist

for i in 0...@characters.size

bitmap = RPG::Cache.character(@characters[0], @characters[1])

cw = bitmap.rect.width / 4

ch = bitmap.rect.height / 4

src_rect = Rect.new(0, 0, cw, ch)

x = 300 - @characters.size * 32 + i * 64 - cw / 2

self.contents.blt(x, 68 - ch, bitmap, src_rect)

end

hour = @total_sec / 60 / 60

min = @total_sec / 60 % 60

sec = @total_sec % 60

time_string = sprintf("%02d:%02d:%02d", hour, min, sec)

self.contents.font.color = normal_color

self.contents.draw_text(4, 8, 600, 32, time_string, 2)

self.contents.font.color = normal_color

time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")

self.contents.draw_text(4, 40, 600, 32, time_string, 2)

end

end

def selected=(selected)

@selected = selected

update_cursor_rect

end

def update_cursor_rect

if @selected

self.cursor_rect.set(0, 0, @name_width + 8, 32)

else

self.cursor_rect.empty

end

end

end

class Scene_File

SAVEFILE_MAX = 10

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

def initialize(help_text)

@help_text = help_text

end

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

def main

@help_window = Window_Help.new

@help_window.set_text(@help_text)

@savefile_windows = []

@cursor_displace = 0

for i in 0..3

@savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))

end

@file_index = 0

@savefile_windows[@file_index].selected = true

Graphics.transition

loop do

Graphics.update

Input.update

update

if $scene != self

break

end

end

Graphics.freeze

@help_window.dispose

for i in @savefile_windows

i.dispose

end

end

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

def update

@help_window.update

for i in @savefile_windows

i.update

end

if Input.trigger?(Input::C)

on_decision(make_filename(@file_index))

$game_temp.last_file_index = @file_index

return

end

if Input.trigger?(Input::B)

on_cancel

return

end

if Input.repeat?(Input::DOWN)

if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1

if @file_index == SAVEFILE_MAX - 1

$game_system.se_play($data_system.buzzer_se)

return

end

@cursor_displace += 1

if @cursor_displace == 4

@cursor_displace = 3

for i in @savefile_windows

i.dispose

end

@savefile_windows = []

for i in 0..3

f = i - 2 + @file_index

name = make_filename(f)

@savefile_windows.push(Window_SaveFile.new(f, name, i))

@savefile_windows.selected = false

end

end

$game_system.se_play($data_system.cursor_se)

@file_index = (@file_index + 1)

if @file_index == SAVEFILE_MAX

@file_index = SAVEFILE_MAX - 1

end

for i in 0..3

@savefile_windows.selected = false

end

@savefile_windows[@cursor_displace].selected = true

return

end

end

if Input.repeat?(Input::UP)

if Input.trigger?(Input::UP) or @file_index > 0

if @file_index == 0

$game_system.se_play($data_system.buzzer_se)

return

end

@cursor_displace -= 1

if @cursor_displace == -1

@cursor_displace = 0

for i in @savefile_windows

i.dispose

end

@savefile_windows = []

for i in 0..3

f = i - 1 + @file_index

name = make_filename(f)

@savefile_windows.push(Window_SaveFile.new(f, name, i))

@savefile_windows.selected = false

end

end

$game_system.se_play($data_system.cursor_se)

@file_index = (@file_index - 1)

if @file_index == -1

@file_index = 0

end

for i in 0..3

@savefile_windows.selected = false

end

@savefile_windows[@cursor_displace].selected = true

return

end

end

end

def make_filename(index)

return AppData.make_filename(index)

end

end

class Scene_Save < Scene_File

def initialize

super("Which file would you like to save to?")

end

def on_decision(filename)

$game_system.se_play($data_system.save_se)

file = File.open(filename, "wb")

write_save_data(file)

file.close

if $game_temp.save_calling

$game_temp.save_calling = false

$scene = Scene_Map.new

return

end

$scene = Scene_Menu.new(6)

end

def on_cancel

$game_system.se_play($data_system.cancel_se)

if $game_temp.save_calling

$game_temp.save_calling = false

$scene = Scene_Map.new

return

end

$scene = Scene_Menu.new(6)

end

def write_save_data(file)

characters = []

for i in 0...$game_party.actors.size

actor = $game_party.actors

characters.push([actor.character_name, actor.character_hue])

end

Marshal.dump(characters, file)

Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1

$game_system.magic_number = $data_system.magic_number

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

class Scene_Load < Scene_File

def initialize

$game_temp = Game_Temp.new

$game_temp.last_file_index = 0

latest_time = Time.at(0)

for i in 0..3

filename = make_filename(i)

if FileTest.exist?(filename)

file = File.open(filename, "r")

if file.mtime > latest_time

latest_time = file.mtime

$game_temp.last_file_index = i

end

file.close

end

end

super("Which file would you like to load?")

end

def on_decision(filename)

unless FileTest.exist?(filename)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.load_se)

file = File.open(filename, "rb")

read_save_data(file)

file.close

$game_system.bgm_play($game_system.playing_bgm)

$game_system.bgs_play($game_system.playing_bgs)

$game_map.update

$scene = Scene_Map.new

end

def on_cancel

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Title.new

end

def read_save_data(file)

characters = Marshal.load(file)

Graphics.frame_count = Marshal.load(file)

$game_system = Marshal.load(file)

$game_switches = Marshal.load(file)

$game_variables = Marshal.load(file)

$game_self_switches = Marshal.load(file)

$game_screen = Marshal.load(file)

$game_actors = Marshal.load(file)

$game_party = Marshal.load(file)

$game_troop = Marshal.load(file)

$game_map = Marshal.load(file)

$game_player = Marshal.load(file)

if $game_system.magic_number != $data_system.magic_number

$game_map.setup($game_map.map_id)

$game_player.center($game_player.x, $game_player.y)

end

$game_party.refresh

end

end

 

 

 

thanks

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Ok

here you go:

module AppData

GAME_TITLE = "game title"

def self.make_filename(index)
dir = "#{ENV['APPDATA']}\\#{GAME_TITLE}"
Dir.mkdir(dir) unless File.directory?(dir)
return "#{dir}\\Save#{index + 1}.rxdata"
end
end
class Scene_File

def make_filename(index)
return AppData.make_filename(index)
end
end
class Scene_Title

alias check_appdata_files update
def update
if @checked == nil
(0..3).each {|i|
if FileTest.exist?(AppData.make_filename(i))
@continue_enabled = true
@command_window.refresh
break
end
}
@checked = true
end
check_appdata_files
end
end
class Window_SaveFile

def initialize(file_index, filename)
super(0, 64 + file_index % 4 * 104, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = AppData.make_filename(@file_index)
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
end

 

#---------------------
# Personal Save Files
# By: Polraudio
# Credits: Polraudio, RPG Advocate, Cybersam
# Version: 1.0
#---------------------
=begin
#----------------------------------------------------
Features:
- Allows you to have up to Unlimited save files
- You can have a name for your save files

Instructions:
Place above main

Contact:
If you have any questions or comments you can find me
at www.rmxpunlimited.net(Best Method)

Or email me polraudio@gmail.com
=end
class Window_SaveFile < Window_Base
# -------------------
def initialize(file_index, filename, position)
y = 64 + position * 104
super(0, y, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = @filename = AppData.make_filename(@file_index)
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = "File #{@file_index + 1}"
self.contents.draw_text(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
if @file_exist
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
x = 300 - @characters.size * 32 + i * 64 - cw / 2
self.contents.blt(x, 68 - ch, bitmap, src_rect)
end
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 8, 600, 32, time_string, 2)
self.contents.font.color = normal_color
time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
self.contents.draw_text(4, 40, 600, 32, time_string, 2)
end
end
def selected=(selected)
@selected = selected
update_cursor_rect
end
def update_cursor_rect
if @selected
self.cursor_rect.set(0, 0, @name_width + 8, 32)
else
self.cursor_rect.empty
end
end
end
class Scene_File
SAVEFILE_MAX = 10
# -------------------
def initialize(help_text)
@help_text = help_text
end
# -------------------
def main
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@savefile_windows = []
@cursor_displace = 0
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))
end
@file_index = 0
@savefile_windows[@file_index].selected = true
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
for i in @savefile_windows
i.dispose
end
end
# -------------------
def update
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1
if @file_index == SAVEFILE_MAX - 1
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace += 1
if @cursor_displace == 4
@cursor_displace = 3
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 2 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows[i].selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index + 1)
if @file_index == SAVEFILE_MAX
@file_index = SAVEFILE_MAX - 1
end
for i in 0..3
@savefile_windows[i].selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
if @file_index == 0
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace -= 1
if @cursor_displace == -1
@cursor_displace = 0
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 1 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows[i].selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index - 1)
if @file_index == -1
@file_index = 0
end
for i in 0..3
@savefile_windows[i].selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
end
def make_filename(index)
return AppData.make_filename(index)
end
end
class Scene_Save < Scene_File
def initialize
super("Which file would you like to save to?")
end
def on_decision(filename)
$game_system.se_play($data_system.save_se)
file = File.open(filename, "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(6)
end
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(6)
end
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($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
class Scene_Load < Scene_File
def initialize
$game_temp = Game_Temp.new
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Which file would you like to load?")
end
def on_decision(filename)
unless FileTest.exist?(filename)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.load_se)
file = File.open(filename, "rb")
read_save_data(file)
file.close
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
$scene = Scene_Map.new
end
def on_cancel
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
end
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
$game_party.refresh
end
end

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Now, my turn to post some code. :P

 

#===============================================================================
# Liz's Autosave Script
#===============================================================================
module Auto_Save

def self.save
filename = make_filename(0)
file = File.open(filename, "wb")
write_save_data(file)
file.close
end

def self.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

def self.make_filename(file_index)
return AppData.make_filename(file_index)
end
end



class Window_SaveFile < Window_Base
def refresh
self.contents.clear
self.contents.font.color = normal_color
if @file_index == 0
 name = "Autosave"
 self.contents.font.color = disabled_color
else
 name = "File #{@file_index}"
 self.contents.font.color = normal_color
end
self.contents.draw_text(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
if @file_exist
 for i in 0...@characters.size
 bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
 cw = bitmap.rect.width / 4
 ch = bitmap.rect.height / 4
 src_rect = Rect.new(0, 0, cw, ch)
 x = 300 - @characters.size * 32 + i * 64 - cw / 2
 self.contents.blt(x, 68 - ch, bitmap, src_rect)
 end
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 8, 600, 32, time_string, 2)
 self.contents.font.color = normal_color
 time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
 self.contents.draw_text(4, 40, 600, 32, time_string, 2)
end
end
end



class Scene_Save < Scene_File

alias lizzie_autosave_ss_ondec on_decision

def on_decision(filename)
if @file_index == 0
 $game_system.se_play($data_system.buzzer_se)
 return
end
lizzie_autosave_ss_ondec(filename)
end
end

 

It utilizes save 1, renames it Autosave, then renames the rest of them 1, 2, etc. Also, you cannot SAVE over autosave, only load it. Just place it below your two other save file scripts, and it shoudl work beautifully. ^_^ I tested it thoroughly.

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Then you have another script that is counter-acting with it, or have a different Input script...? Because I put it in with those two scripts you are using and it does work...

 

EDIT:

 

Here, I changed one line of code to have it read a slightly different way. Should work now. ^_^

 

#===============================================================================
# Liz's Autosave Script
#===============================================================================
module Auto_Save

def self.save
filename = make_filename(0)
file = File.open(filename, "wb")
write_save_data(file)
file.close
end

def self.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

def self.make_filename(file_index)
return AppData.make_filename(file_index)
end
end



class Window_SaveFile < Window_Base
def refresh
self.contents.clear
self.contents.font.color = normal_color
if @file_index == 0
 name = "Autosave"
 self.contents.font.color = disabled_color
else
 name = "File #{@file_index}"
 self.contents.font.color = normal_color
end
self.contents.draw_text(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
if @file_exist
 for i in 0...@characters.size
 bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
 cw = bitmap.rect.width / 4
 ch = bitmap.rect.height / 4
 src_rect = Rect.new(0, 0, cw, ch)
 x = 300 - @characters.size * 32 + i * 64 - cw / 2
 self.contents.blt(x, 68 - ch, bitmap, src_rect)
 end
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 8, 600, 32, time_string, 2)
 self.contents.font.color = normal_color
 time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
 self.contents.draw_text(4, 40, 600, 32, time_string, 2)
end
end
end



class Scene_Save < Scene_File

alias lizzie_autosave_ss_ondec on_decision

def on_decision(filename)
if @file_index == 0
 $game_system.se_play($data_system.buzzer_se)
 return
end
lizzie_autosave_ss_ondec(filename)
end
end

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Sorry,there was a small problem that i just fix it.No need to change your script because

IT'S EXCELLENT ! :D

Thank you sooo much

Edited by zahraa

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