Group: Member
Posts: 51
Type: None
RM Skill: Undisclosed
Hey! Welcome to my scripting workshop. I'm trying to learn RGSS2 so anything I make for my own game or other's games will usually be posted up here for grabs. If you have a request feel free to PM me (I can't guarantee I can do it though being a beginner and all) but I can try my best
Disable Save Script
CODE
#============================================================================== # ** Disable Save Script made by Myst 2/21/2012 (Revised) #------------------------------------------------------------------------------ # Originally made for my own game. #==============================================================================
class Scene_Menu < Scene_Base
#-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # End Game (Save Rewrite) $scene = Scene_End.new when 5 # End Game $scene = Scene_End.new end end end
#-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
This script disables save via the menu thus, making it only possible to save from the vx option "Open Save Menu" in events.
Credit Option Menu
CODE
#============================================================================== # Credit Option Menu by Myst 2/21/2012 (Revised) # Request by: Pera # Edits: Scene_Title Add-on # Installation: Paste above Main # Line #58 is what is displayed on the credit box. # Info: This is my second script edit any criticism/helpful suggestions would # be extremely appreciated. # - Myst #------------------------------------------------------------------------------ # This class performs the title screen processing. #==============================================================================
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Adding credit as a physical option #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown s4 = 'Credits' @command_window = Window_Command.new(172, [s1, s2, s3, s4]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Adding aftermath for selection of credits #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown when 3 # Credits command_credits end end end #-------------------------------------------------------------------------- # * Pop-Up Credit-Box #-------------------------------------------------------------------------- def command_credits Sound.play_decision p('Game made by X, game made by Y, released: X/XX/XXXX X:XX PM/AM, Drawings made by X, Scripts done by X, etc.') end end
This script adds credits on the Title Screen. When selected a pop-up will display game credits.
This post has been edited by Myst: Feb 21 2012, 08:34 AM
Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed
Protip: when you publish a script, you should only include what you have altered. A complete class rewrite breaks compatibility with other scripts. In this case, this script should probably be placed above every other script modifying the menu scene.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.