- Dec 19, 2019
- 834
- 737
Apparently in order to make edits (to the code) or a plugin on RPG maker game need to know what version and type (RPG maker xx) was use in making the game.
Here is some code examples for expanding the amount of save slots, maybe the dev or a modder could take a look into incorporating these in the project.
unknown code type:
module DataManager
def self.savefile_max
return 16
end
end
change the numiceral variable (16) to whatever numerical variable value equal to save slot amount
javascript:
DataManager.maxSavefiles = function() {
return 50;
};
change the numerical variable (50) to whatever numerical variable value equal to save slot amount
It's a script by ERZENGEL.
It's currently set to 64 saves now.
Code: #==============================================================================
# ** More savefiles 1.10 (
#------------------------------------------------------------------------------
# written by ERZENGEL
#==============================================================================
module ERZSAVE
# Max amount of savefiles
MAXSAVEFILES = 64
# Max amount the player is able to save (-1 = infinite)
MAXSAVEAMOUNT = -1
end
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
# This window displays save files on the save and load screens.
#==============================================================================
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0 to the value of MAXSAVEFILES)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 56 + file_index % ERZSAVE::MAXSAVEFILES * 90, 544, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
selected = false
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
@file_max = ERZSAVE::MAXSAVEFILES
create_menu_background
@help_window = Window_
create_savefile_windows
if Saving
index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
end
@savefile_windows[@index].selected = true
@page_file_max = ((416 - @help_window.height) / 90).truncate
for i in 0...@file_max
window = @savefile_windows
if index > @page_file_max - 1
if index < @file_max - @page_file_max - 1
@top_row = index
window.y -= index * window.height
elsif index >= @file_max - @page_file_max
@top_row = @file_max - @page_file_max
window.y -= (@file_max - @page_file_max) * window.height
else
@top_row = index
window.y -= index * window.height
end
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@top_row = 0
@savefile_windows = []
for i in 0...@file_max
@savefile_windows.push(Window_
end
end
#--------------------------------------------------------------------------
# * Move cursor down
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_down(wrap)
if index < @file_max - 1 or wrap
index = (index + 1) % @file_max
for i in 0...@file_max
window = @savefile_windows
if index == 0
@top_row = 0
window.y = @help_window.height + i % @file_max * window.height
elsif index - @top_row > @page_file_max - 1
window.y -= window.height
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
if index - @top_row > @page_file_max - 1
@top_row += 1
end
end
end
#--------------------------------------------------------------------------
# * Move cursor up
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_up(wrap)
if index > 0 or wrap
index = (index - 1 + @file_max) % @file_max
for i in 0...@file_max
window = @savefile_windows
if index == @file_max - 1
@top_row = @file_max - @page_file_max
window.y = @help_window.height + i % @file_max * window.height
window.y -= (@file_max - @page_file_max) * window.height
elsif index - @top_row < 0
window.y += window.height
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
if index - @top_row < 0
@top_row -= 1
end
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias erz_saveslots_start start
def start
if $game_system.save_count >= ERZSAVE::MAXSAVEAMOUNT and ERZSAVE::MAXSAVEAMOUNT >= 0
$game_system.save_disabled = true
end
erz_saveslots_start
end
end
Here is some code examples for expanding the amount of save slots, maybe the dev or a modder could take a look into incorporating these in the project.
unknown code type:
module DataManager
def self.savefile_max
return 16
end
end
change the numiceral variable (16) to whatever numerical variable value equal to save slot amount
javascript:
DataManager.maxSavefiles = function() {
return 50;
};
change the numerical variable (50) to whatever numerical variable value equal to save slot amount
It's a script by ERZENGEL.
It's currently set to 64 saves now.
Code: #==============================================================================
# ** More savefiles 1.10 (
You must be registered to see the links
.txt)#------------------------------------------------------------------------------
# written by ERZENGEL
#==============================================================================
module ERZSAVE
# Max amount of savefiles
MAXSAVEFILES = 64
# Max amount the player is able to save (-1 = infinite)
MAXSAVEAMOUNT = -1
end
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
# This window displays save files on the save and load screens.
#==============================================================================
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0 to the value of MAXSAVEFILES)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 56 + file_index % ERZSAVE::MAXSAVEFILES * 90, 544, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
selected = false
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
@file_max = ERZSAVE::MAXSAVEFILES
create_menu_background
@help_window = Window_
You must be registered to see the links
create_savefile_windows
if Saving
index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
end
@savefile_windows[@index].selected = true
@page_file_max = ((416 - @help_window.height) / 90).truncate
for i in 0...@file_max
window = @savefile_windows
if index > @page_file_max - 1
if index < @file_max - @page_file_max - 1
@top_row = index
window.y -= index * window.height
elsif index >= @file_max - @page_file_max
@top_row = @file_max - @page_file_max
window.y -= (@file_max - @page_file_max) * window.height
else
@top_row = index
window.y -= index * window.height
end
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@top_row = 0
@savefile_windows = []
for i in 0...@file_max
@savefile_windows.push(Window_
You must be registered to see the links
(i, make_filename(i)))end
end
#--------------------------------------------------------------------------
# * Move cursor down
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_down(wrap)
if index < @file_max - 1 or wrap
index = (index + 1) % @file_max
for i in 0...@file_max
window = @savefile_windows
if index == 0
@top_row = 0
window.y = @help_window.height + i % @file_max * window.height
elsif index - @top_row > @page_file_max - 1
window.y -= window.height
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
if index - @top_row > @page_file_max - 1
@top_row += 1
end
end
end
#--------------------------------------------------------------------------
# * Move cursor up
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_up(wrap)
if index > 0 or wrap
index = (index - 1 + @file_max) % @file_max
for i in 0...@file_max
window = @savefile_windows
if index == @file_max - 1
@top_row = @file_max - @page_file_max
window.y = @help_window.height + i % @file_max * window.height
window.y -= (@file_max - @page_file_max) * window.height
elsif index - @top_row < 0
window.y += window.height
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
if index - @top_row < 0
@top_row -= 1
end
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias erz_saveslots_start start
def start
if $game_system.save_count >= ERZSAVE::MAXSAVEAMOUNT and ERZSAVE::MAXSAVEAMOUNT >= 0
$game_system.save_disabled = true
end
erz_saveslots_start
end
end