[Ace] Yea Ace Save Engine

● ARCHIVED · READ-ONLY
Started by AoSapphire 11 posts View original ↗
  1. Hi! :kaoswt2: I'm back again for another... Well, question(s) and help...

    This time is about Yanfly's Ace save engine.
    I recently downloaded this script for my game and tried it out. Fortunately, there's no error, yet. But I'm facing a different problem.
    Images
    ace-save.jpg
    This is Yea's Ace save engine...
    Images
    bandicam-2018-11-04-20-33-50-625.jpg
    This is my "test" game :kaodes:

    What I want to know is where can I find the "Quest, S.Links, Love, etc" in the script?
    Because I would want to "change" some or "delete" or "erase"... It depends really, on how I go on the game.
    I really can't find them... Or maybe I just didn't noticed....

    I'm not even sure why those numbers are like that cause I just started a "new game" and it's already like that.
    Please, help me! :kaocry:
  2. Its in the beginning portions of the script where you tell it what variables you want it to display. Set the 6 you want it to show there, and if they have names it will show up in the save file. If not...then you get what you got now.
  3. I don't use the save engine. But my guess it's about displaying custom variable. If it has no name, your variable might have no name as well. It's better to link the script into your post so everyone can help to look at the code.

    Then bgillips ninja'd my post
  4. bgillisp said:
    Its in the beginning portions of the script where you tell it what variables you want it to display. Set the 6 you want it to show there, and if they have names it will show up in the save file. If not...then you get what you got now.
    I was just looking at it :kaoswt2: I think it was the variables or something like that... I was wondering where those things are from but then I saw the variables I was using, haha :kaoblush:

    Well, anyways. Thank you!
  5. Yep, that's the one. For me it's lines 103 and 104 of the script. Change those to the 6 you want to use for the engine. Or you can do what I did and just live with it showing odd numbers for a while, then fix it later in development.
  6. TheoAllen said:
    I don't use the save engine. But my guess it's about displaying custom variable. If it has no name, your variable might have no name as well. It's better to link the script into your post so everyone can help to look at the code.

    Then bgillips ninja'd my post
    Yep. It was the variables.

    Ah, but I'm on a "new game" so it's impossible for the variables to show like that... I wonder why....
  7. Even if it is a new game, the engine still has 0 for the variable until you use it, so it will show something. And if another script uses that variable, it might even have another setting. For instance, the common time script uses variables to store the time, and if I recall right some of those default variables are the same as the default variables in the save script.
  8. TheoAllen said:
    I don't use the save engine. But my guess it's about displaying custom variable. If it has no name, your variable might have no name as well. It's better to link the script into your post so everyone can help to look at the code.

    Then bgillips ninja'd my post
    Here is the script of Yea's Ace save engine:
    Script
    Code:
    #==============================================================================
    #
    # ?\ Yanfly Engine Ace - Ace Save Engine v1.03
    # -- Last Updated: 2012.07.22
    # -- Level: Normal
    # -- Requires: n/a
    #
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YEA-SaveEngine"] = true
    
    #==============================================================================
    # ?\ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.07.22 - Fixed: Location Drawing.
    # 2012.01.23 - Anti-crash method added for removed maps.
    # 2011.12.26 - Compatibility Update: New Game+
    # 2011.12.26 - Started Script and Finished.
    #
    #==============================================================================
    # ?\ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script provides a new save interface for the player. Along with a new
    # interface, the player can also load and delete saves straight from the menu
    # itself. This will in turn make the save command from the Main Menu always
    # available, but the save option within the new save menu will be enabled
    # depending on whether or not it is allowed or disallowed. From the interface,
    # the player is given more information regarding the save file including the
    # the location the player saved at, the amount of gold available, and any
    # variables that you want to show the player as well.
    #
    #==============================================================================
    # ?\ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ?\ Materials/�ef?T but above ?\ Main. Remember to save.
    #
    # For first time installers, be warned that loading this script the first time
    # may not display all information in the status window for save files made
    # before the installation of this script. To remedy this, just load up the save
    # and save the file again.
    #
    #==============================================================================
    # ?\ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    #
    #==============================================================================
    
    module YEA
      module SAVE
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Slot Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts how the slot window appears on the left side of the
        # screen. This also adjusts the maximum number of saves a player can make,
        # the way the slot names appear, and the icons used.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        MAX_FILES = 24         # Maximum saves a player can make. Default: 16
        SLOT_NAME = "File %s"  # How the file slots will be named.
       
        # These are the icons
        SAVE_ICON  = 368       # Icon used to indicate a save is present.
        EMPTY_ICON = 375       # Icon used to indicate an empty file.
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Action Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts how the action window appears, the sound effect
        # played when deleting files, and what appears in the help window above.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        ACTION_LOAD   = "Load"           # Text used for loading games.
        ACTION_SAVE   = "Save"           # Text used for saving games.
        ACTION_DELETE = "Delete"         # Text used for deleting games.
        DELETE_SOUND  = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.
       
        # These text settings adjust what displays in the help window.
        SELECT_HELP = "Please select a file slot."
        LOAD_HELP   = "Loads the data from the saved game."
        SAVE_HELP   = "Saves the current progress in your game."
        DELETE_HELP = "Deletes all data from this save file."
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Status Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts how the status window appears in the middle of the
        # screen (that displays the game's data) such as the total playtime, total
        # times saved, total gold, the party's current location, and the variables
        # to be displayed.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        EMPTY_TEXT = "No Save Data"      # Text used when no save data is present.
        PLAYTIME   = "Playtime"          # Text used for total playtime.
        TOTAL_SAVE = "Total Saves: "     # Text used to indicate total saves.
        TOTAL_GOLD = "Total Gold: "      # Text used to indicate total gold.
        LOCATION   = "Location: "        # Text used to indicate current location.
       
        # These variables will be shown in each of the two columns for those who
        # would want to display more information than just what's shown. Input the
        # variables into the arrays below to designate what data will be shown.
        COLUMN1_VARIABLES = [1, 2, 3]
        COLUMN2_VARIABLES = [4, 5, 6]
       
      end # SAVE
    end # YEA
    
    #==============================================================================
    # ?\ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================
    
    #==============================================================================
    # ?! Icon
    #==============================================================================
    
    module Icon
     
      #--------------------------------------------------------------------------
      # self.save_icon
      #--------------------------------------------------------------------------
      def self.save_icon; return YEA::SAVE::SAVE_ICON; end
     
      #--------------------------------------------------------------------------
      # self.empty_icon
      #--------------------------------------------------------------------------
      def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
       
    end # Icon
    
    #==============================================================================
    # ?! Numeric
    #==============================================================================
    
    class Numeric
     
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      unless $imported["YEA-CoreEngine"]
      def group; return self.to_s; end
      end # $imported["YEA-CoreEngine"]
       
    end # Numeric
    
    #==============================================================================
    # ?! DataManager
    #==============================================================================
    
    module DataManager
     
      #--------------------------------------------------------------------------
      # overwrite method: savefile_max
      #--------------------------------------------------------------------------
      def self.savefile_max
        return YEA::SAVE::MAX_FILES
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: self.make_save_header
      #--------------------------------------------------------------------------
      def self.make_save_header
        header = {}
        header[:characters]    = $game_party.characters_for_savefile
        header[:playtime_s]    = $game_system.playtime_s
        header[:system]        = Marshal.load(Marshal.dump($game_system))
        header[:timer]         = Marshal.load(Marshal.dump($game_timer))
        header[:message]       = Marshal.load(Marshal.dump($game_message))
        header[:switches]      = Marshal.load(Marshal.dump($game_switches))
        header[:variables]     = Marshal.load(Marshal.dump($game_variables))
        header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
        header[:actors]        = Marshal.load(Marshal.dump($game_actors))
        header[:party]         = Marshal.load(Marshal.dump($game_party))
        header[:troop]         = Marshal.load(Marshal.dump($game_troop))
        header[:map]           = Marshal.load(Marshal.dump($game_map))
        header[:player]        = Marshal.load(Marshal.dump($game_player))
        header
      end
     
    end # DataManager
    
    #==============================================================================
    # ?! Window_MenuCommand
    #==============================================================================
    
    class Window_MenuCommand < Window_Command
     
      #--------------------------------------------------------------------------
      # overwrite method: save_enabled
      #--------------------------------------------------------------------------
      def save_enabled; return true; end
     
    end # Window_MenuCommand
    
    #==============================================================================
    # ?! Window_FileList
    #==============================================================================
    
    class Window_FileList < Window_Selectable
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy)
        super(dx, dy, 128, Graphics.height - dy)
        refresh
        activate
        select(SceneManager.scene.first_savefile_index)
      end
     
      #--------------------------------------------------------------------------
      # item_max
      #--------------------------------------------------------------------------
      def item_max; return DataManager.savefile_max; end
     
      #--------------------------------------------------------------------------
      # current_item_enabled?
      #--------------------------------------------------------------------------
      def current_item_enabled?
        header = DataManager.load_header(index)
        return false if header.nil? && SceneManager.scene_is?(Scene_Load)
        return true
      end
     
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        create_contents
        draw_all_items
      end
     
      #--------------------------------------------------------------------------
      # draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        header = DataManager.load_header(index)
        enabled = !header.nil?
        rect = item_rect(index)
        rect.width -= 4
        draw_icon(save_icon?(header), rect.x, rect.y, enabled)
        change_color(normal_color, enabled)
        text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
        draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
      end
     
      #--------------------------------------------------------------------------
      # save_icon?
      #--------------------------------------------------------------------------
      def save_icon?(header)
        return Icon.empty_icon if header.nil?
        return Icon.save_icon
      end
     
    end # Window_FileList
    
    #==============================================================================
    # ?! Window_FileStatus
    #==============================================================================
    
    class Window_FileStatus < Window_Base
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy, file_window)
        super(dx, dy, Graphics.width - dx, Graphics.height - dy)
        @file_window = file_window
        @current_index = @file_window.index
        refresh
      end
     
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        return if @file_window.index < 0
        return if @current_index == @file_window.index
        @current_index = @file_window.index
        refresh
      end
     
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        reset_font_settings
        @header = DataManager.load_header(@file_window.index)
        if @header.nil?
          draw_empty
        else
          draw_save_contents
        end
      end
     
      #--------------------------------------------------------------------------
      # draw_empty
      #--------------------------------------------------------------------------
      def draw_empty
        colour = Color.new(0, 0, 0, translucent_alpha/2)
        rect = Rect.new(0, 0, contents.width, contents.height)
        contents.fill_rect(rect, colour)
        text = YEA::SAVE::EMPTY_TEXT
        change_color(system_color)
        draw_text(rect, text, 1)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_slot
      #--------------------------------------------------------------------------
      def draw_save_slot(dx, dy, dw)
        reset_font_settings
        change_color(system_color)
        text = sprintf(YEA::SAVE::SLOT_NAME, "")
        draw_text(dx, dy, dw, line_height, text)
        cx = text_size(text).width
        change_color(normal_color)
        draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_playtime
      #--------------------------------------------------------------------------
      def draw_save_playtime(dx, dy, dw)
        return if @header[:playtime_s].nil?
        reset_font_settings
        change_color(system_color)
        draw_text(dx, dy, dw, line_height, YEA::SAVE::PLAYTIME, 0)
        change_color(normal_color)
        draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_total_saves
      #--------------------------------------------------------------------------
      def draw_save_total_saves(dx, dy, dw)
        return if @header[:system].nil?
        reset_font_settings
        change_color(system_color)
        text = YEA::SAVE::TOTAL_SAVE
        draw_text(dx, dy, dw, line_height, text)
        cx = text_size(text).width
        change_color(normal_color)
        draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_gold
      #--------------------------------------------------------------------------
      def draw_save_gold(dx, dy, dw)
        return if @header[:party].nil?
        reset_font_settings
        change_color(system_color)
        draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
        text = Vocab::currency_unit
        draw_text(dx, dy, dw, line_height, text, 2)
        cx = text_size(text).width
        change_color(normal_color)
        text = @header[:party].gold.group
        draw_text(dx, dy, dw-cx, line_height, text, 2)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_location
      #--------------------------------------------------------------------------
      def draw_save_location(dx, dy, dw)
        return if @header[:map].nil?
        reset_font_settings
        change_color(system_color)
        draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
        change_color(normal_color)
        cx = text_size(YEA::SAVE::LOCATION).width
        return if $data_mapinfos[@header[:map].map_id].nil?
        text = @header[:map].display_name
        text = $data_mapinfos[@header[:map].map_id].name if text == ""
        draw_text(dx+cx, dy, dw-cx, line_height, text)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_characters
      #--------------------------------------------------------------------------
      def draw_save_characters(dx, dy)
        return if @header[:party].nil?
        reset_font_settings
        make_font_smaller
        dw = (contents.width - dx) / @header[:party].max_battle_members
        dx += dw/2
        for member in @header[:party].battle_members
          next if member.nil?
          member = @header[:actors][member.id]
          change_color(normal_color)
          draw_actor_graphic(member, dx, dy)
          text = member.name
          draw_text(dx-dw/2, dy, dw, line_height, text, 1)
          text = member.level.group
          draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
          cx = text_size(text).width
          change_color(system_color)
          text = Vocab::level_a
          draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
          dx += dw
        end
      end
     
      #--------------------------------------------------------------------------
      # draw_save_column1
      #--------------------------------------------------------------------------
      def draw_save_column1(dx, dy, dw)
        data = YEA::SAVE::COLUMN1_VARIABLES
        draw_column_data(data, dx, dy, dw)
      end
     
      #--------------------------------------------------------------------------
      # draw_save_column2
      #--------------------------------------------------------------------------
      def draw_save_column2(dx, dy, dw)
        data = YEA::SAVE::COLUMN2_VARIABLES
        draw_column_data(data, dx, dy, dw)
      end
     
      #--------------------------------------------------------------------------
      # draw_column_data
      #--------------------------------------------------------------------------
      def draw_column_data(data, dx, dy, dw)
        return if @header[:variables].nil?
        reset_font_settings
        for variable_id in data
          next if $data_system.variables[variable_id].nil?
          change_color(system_color)
          name = $data_system.variables[variable_id]
          draw_text(dx, dy, dw, line_height, name, 0)
          value = @header[:variables][variable_id]
          if value.is_a? Numeric then value = value.group end
          change_color(normal_color)
          draw_text(dx, dy, dw, line_height, value, 2)
          dy += line_height
        end
      end
     
      #--------------------------------------------------------------------------
      # draw_save_contents
      #--------------------------------------------------------------------------
      def draw_save_contents
        draw_save_slot(4, 0, contents.width/2-8)
        draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
        draw_save_total_saves(4, line_height, contents.width/2-8)
        draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
        draw_save_location(4, line_height*2, contents.width-8)
        draw_save_characters(0, line_height*5 + line_height/3)
        draw_save_column1(16, line_height*7, contents.width/2-48)
        draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
      end
     
    end # Window_FileStatus
    
    #==============================================================================
    # ?! Window_FileAction
    #==============================================================================
    
    class Window_FileAction < Window_HorzCommand
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy, file_window)
        @file_window = file_window
        super(dx, dy)
        deactivate
        unselect
      end
     
      #--------------------------------------------------------------------------
      # window_width
      #--------------------------------------------------------------------------
      def window_width; Graphics.width - 128; end
     
      #--------------------------------------------------------------------------
      # col_max
      #--------------------------------------------------------------------------
      def col_max; return 3; end
     
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        return if @file_window.index < 0
        return if @current_index == @file_window.index
        @current_index = @file_window.index
        refresh
      end
     
      #--------------------------------------------------------------------------
      # make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        @header = DataManager.load_header(@file_window.index)
        add_load_command
        add_save_command
        add_delete_command
      end
     
      #--------------------------------------------------------------------------
      # add_load_command
      #--------------------------------------------------------------------------
      def add_load_command
        add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
      end
     
      #--------------------------------------------------------------------------
      # load_enabled?
      #--------------------------------------------------------------------------
      def load_enabled?
        return false if @header.nil?
        return true
      end
     
      #--------------------------------------------------------------------------
      # add_save_command
      #--------------------------------------------------------------------------
      def add_save_command
        add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
      end
     
      #--------------------------------------------------------------------------
      # save_enabled?
      #--------------------------------------------------------------------------
      def save_enabled?
        return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
        return false if SceneManager.scene_is?(Scene_Load)
        return false if $game_system.save_disabled
        return true
      end
     
      #--------------------------------------------------------------------------
      # add_delete_command
      #--------------------------------------------------------------------------
      def add_delete_command
        add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
      end
     
      #--------------------------------------------------------------------------
      # delete_enabled?
      #--------------------------------------------------------------------------
      def delete_enabled?
        return false if @header.nil?
        return true
      end
     
      #--------------------------------------------------------------------------
      # update_help
      #--------------------------------------------------------------------------
      def update_help
        case current_symbol
        when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
        when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
        when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
        end
      end
     
    end # Window_FileAction
    
    #==============================================================================
    # ?! Scene_File
    #==============================================================================
    
    class Scene_File < Scene_MenuBase
     
      #--------------------------------------------------------------------------
      # overwrite method: start
      #--------------------------------------------------------------------------
      def start
        super
        create_all_windows
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: terminate
      #--------------------------------------------------------------------------
      def terminate
        super
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: update
      #--------------------------------------------------------------------------
      def update
        super
      end
     
      #--------------------------------------------------------------------------
      # new method: create_all_windows
      #--------------------------------------------------------------------------
      def create_all_windows
        create_help_window
        create_file_window
        create_action_window
        create_status_window
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: create_help_window
      #--------------------------------------------------------------------------
      def create_help_window
        @help_window = Window_Help.new
        @help_window.set_text(YEA::SAVE::SELECT_HELP)
      end
     
      #--------------------------------------------------------------------------
      # new method: create_file_window
      #--------------------------------------------------------------------------
      def create_file_window
        wy = @help_window.height
        @file_window = Window_FileList.new(0, wy)
        @file_window.set_handler(:ok, method(:on_file_ok))
        @file_window.set_handler(:cancel, method(:return_scene))
      end
     
      #--------------------------------------------------------------------------
      # new method: create_action_window
      #--------------------------------------------------------------------------
      def create_action_window
        wx = @file_window.width
        wy = @help_window.height
        @action_window = Window_FileAction.new(wx, wy, @file_window)
        @action_window.help_window = @help_window
        @action_window.set_handler(:cancel, method(:on_action_cancel))
        @action_window.set_handler(:load, method(:on_action_load))
        @action_window.set_handler(:save, method(:on_action_save))
        @action_window.set_handler(:delete, method(:on_action_delete))
      end
     
      #--------------------------------------------------------------------------
      # new method: create_status_window
      #--------------------------------------------------------------------------
      def create_status_window
        wx = @action_window.x
        wy = @action_window.y + @action_window.height
        @status_window = Window_FileStatus.new(wx, wy, @file_window)
      end
     
      #--------------------------------------------------------------------------
      # new method: on_file_ok
      #--------------------------------------------------------------------------
      def on_file_ok
        @action_window.activate
        index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
        @action_window.select(index)
      end
     
      #--------------------------------------------------------------------------
      # new method: on_action_cancel
      #--------------------------------------------------------------------------
      def on_action_cancel
        @action_window.unselect
        @file_window.activate
        @help_window.set_text(YEA::SAVE::SELECT_HELP)
      end
     
      #--------------------------------------------------------------------------
      # new method: on_action_load
      #--------------------------------------------------------------------------
      def on_action_load
        if DataManager.load_game(@file_window.index)
          on_load_success
        else
          Sound.play_buzzer
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: on_load_success
      #--------------------------------------------------------------------------
      def on_load_success
        Sound.play_load
        fadeout_all
        $game_system.on_after_load
        SceneManager.goto(Scene_Map)
      end
     
      #--------------------------------------------------------------------------
      # new method: on_action_save
      #--------------------------------------------------------------------------
      def on_action_save
        @action_window.activate
        if DataManager.save_game(@file_window.index)
          on_save_success
          refresh_windows
        else
          Sound.play_buzzer
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: on_save_success
      #--------------------------------------------------------------------------
      def on_save_success; Sound.play_save; end
     
      #--------------------------------------------------------------------------
      # new method: on_action_delete
      #--------------------------------------------------------------------------
      def on_action_delete
        @action_window.activate
        DataManager.delete_save_file(@file_window.index)
        on_delete_success
        refresh_windows
      end
     
      #--------------------------------------------------------------------------
      # new method: on_delete_success
      #--------------------------------------------------------------------------
      def on_delete_success
        YEA::SAVE::DELETE_SOUND.play
      end
     
      #--------------------------------------------------------------------------
      # new method: refresh_windows
      #--------------------------------------------------------------------------
      def refresh_windows
        @file_window.refresh
        @action_window.refresh
        @status_window.refresh
      end
     
    end # Scene_File
    
    #==============================================================================
    # ?! Scene_Save
    #==============================================================================
    
    class Scene_Save < Scene_File
     
      #--------------------------------------------------------------------------
      # overwrite method: on_savefile_ok
      #--------------------------------------------------------------------------
      def on_savefile_ok; super; end
     
      #--------------------------------------------------------------------------
      # overwrite method: on_save_success
      #--------------------------------------------------------------------------
      def on_save_success; super; end
     
    end # help_window_text
    
    #==============================================================================
    # ?! Scene_Load
    #==============================================================================
    
    class Scene_Load < Scene_File
     
      #--------------------------------------------------------------------------
      # overwrite method: on_savefile_ok
      #--------------------------------------------------------------------------
      def on_savefile_ok; super; end
     
      #--------------------------------------------------------------------------
      # overwrite method: on_load_success
      #--------------------------------------------------------------------------
      def on_load_success; super; end
     
    end # Scene_Load
    
    #==============================================================================
    #
    # ?\ End of File
    #
    #==============================================================================
  9. bgillisp said:
    Even if it is a new game, the engine still has 0 for the variable until you use it, so it will show something. And if another script uses that variable, it might even have another setting. For instance, the common time script uses variables to store the time, and if I recall right some of those default variables are the same as the default variables in the save script.

    I did tried making a variable but the number merely multiplied.
    It was 6 before. After making the variable it suddenly changed to 31....
  10. Actually....
    bgillisp, TheoAllen
    I'm going to remove the variables for now. If someone will be able to answer on how to fix the "numbers" of the variable showing when saving a data or file then that would be nice too :kaoslp:

    For now, I'll remove it and wait for someone who can help with this variable problem...
    Well, if you know too then that would help a lot :kaoslp:
  11. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.