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# Originally made for my own game.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.
# ** 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
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.
# 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
