I'm still having the same problem. I'm using
Sandgolem's animated save file script (which I can VERY EASILY part with if need be)
CODE
begin
SDK.log('SG Animated SaveFile', 'sandgolem', 1, '7.08.06')
if SDK.state('SG Animated SaveFile') != true
@sg_animsavefile_disabled = true
end
rescue
end
if !@sg_animsavefile_disabled
#--------------------------------------------------------------------------
class Window_SaveFile < Window_Base
alias sg_animatedsave_winsf_ref refresh
def refresh
if @sg_animstage != nil
@sg_animstage += 1
if @sg_animstage == 4
@sg_animstage = 0
end
else
@sg_animstage = 0
end
sg_animatedsave_winsf_ref
end
end
class Scene_File
alias sg_animatedsave_file_upd update
def update
if @sg_active != nil
@sg_active += 1
else
@sg_active = 1
end
if @sg_active == 8
@savefile_windows[@file_index].refresh
@sg_active = 0
end
sg_animatedsave_file_upd
end
end
#--------------------------------------------------------------------------
end
and
StormTronics Custom Menu System by Blizzard Version: 4.4b - Nemesis Edition which I cannot part with, I have already modified it to include the Blizzard Stat Distribution system I'm using . I think this script is the problem, because it modifies Scene Save and Scene Load. I'm sorry that I didn't mention it before, I didn't realize.
Here's the Scene Save and Scene Load from that script:
CODE
class Scene_NewSave < 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_NewLoad < 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 do you wish to load from?")
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_Menu.new(7)
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