[RESOLVED] AMS & Auto-Save Scripts | Compatibility Issue

● ARCHIVED · READ-ONLY
Started by Ghozt 4 posts View original ↗
  1. Hi, I'm using both Dubealex's Advanced Message Script, and Liz's Autosave Script.
    However, I'm getting an end of file error when saving or loading a game file.
    Any help would be appreciated!

    Error Message
    End of file reached.png

    EDIT: I believe the issue is with the autosave script not saving AMS' data, and the engine's default Scene_Load script not loading AMS' saved data. However, I'm unsure how to accomplish this.
  2. Double-post due to character limit.

    AMS
    Code:
    #===================================================
    # ■ AMS - Advanced Message Script - R4 [Update #2]
    #===================================================
    # For more infos and update, visit:
    # www.dubealex.com (Creation Asylum)
    #
    # Edited, Fixed and Enhanced by: Dubealex
    # Original Script Core by: XRXS Scripter (Jap Dudes)
    # HTML Hexadecimal color feature from: Phylomorphis
    #
    # Special Thanks:
    # Rabu: For enabling the Show Face feature in an encrypted project
    #
    # To found all my new features, search the following:  #NEW
    # To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
    #
    # May 18, 2005
    #===================================================
    
    LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF     
    
    #===================================================
    # ▼ CLASS AMS Begins
    #===================================================
    class AMS
    
     attr_accessor :name_box_x_offset
     attr_accessor :name_box_y_offset
     attr_accessor :font_type
     attr_accessor :name_font_type
     attr_accessor :font_size
     attr_accessor :name_font_size
     attr_accessor :message_box_opacity
     attr_accessor :name_box_skin
     attr_accessor :name_box_text_color
     attr_accessor :message_box_text_color
     attr_accessor :message_box_skin
     attr_accessor :name_box_width
     attr_accessor :name_box_height
     attr_accessor :message_width
     attr_accessor :message_height
     attr_accessor :message_x
     attr_accessor :message_y_bottom
     attr_accessor :message_y_middle
     attr_accessor :message_y_top
     attr_accessor :event_message_x_ofset
     attr_accessor :event_message_y_ofset
     
    def initialize
     
     @name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
     @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
     @name_box_width = 8           #Choose the width of the Name Box. default= 8
     @name_box_height = 26        #Choose the height of the Name Box. default= 26
    
     @font_type = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
     @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
     @font_size = 22                      #Choose the default Font Size for message box text
     @name_font_size = 22            #Choose the default Font Size for Name Box text
     @name_box_text_color=0        #Choose the Text Color of the Name Box
     @message_box_text_color=0   #Choose the Text Color of the Message Box
    
     @message_box_opacity = 160            #Choose the opacity of the message window. Default=160
     @message_box_skin = "windowskin_default"   #Choose the WindowSkin for the Message Box
     @name_box_skin = "windowskin_namebox"       #Choose the WindowSkin for the Name Box
    
     @message_width = 480          #Choose the width size of the message box. Default=480
     @message_height = 135         #Choose the height size of the message box. Default=160
     @message_x = 278                  #Choose the X position of the message box. Default=80
     @message_y_bottom = 415    #Choose the Y bottom position of the message box. Default=304
     @message_y_middle = 415    #Choose the Y middle position of the message box. Default=160
     @message_y_top = 415           #Choose the Y top position of the message box. Default=16
    
     @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
     @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
    
    end
    end
    #===================================================
    # ▲ CLASS AMS Ends
    #===================================================
    
    
    #===================================================
    # ▼ Class Window_Message Begins
    #===================================================
    class Window_Message < Window_Selectable
    
    alias xrxs9_initialize initialize
    
    def initialize
    
    @alex_skip = false
    
    xrxs9_initialize
    
    if $soundname_on_speak == nil then
      $soundname_on_speak = ""
    end
    
    $gaiji_file = "./Graphics/Gaiji/sample.png"
    
    if FileTest.exist?($gaiji_file)
      @gaiji_cache = Bitmap.new($gaiji_file)
    else
      @gaigi_cache = nil
    end
    @opacity_text_buf = Bitmap.new(32, 32)
    end
    
    
    #--------------------------------------------------------------------------
    
    alias xrxs9_terminate_message terminate_message
    
    def terminate_message
    
    if @name_window_frame != nil
      @name_window_frame.dispose
      @name_window_frame = nil
    end
    
    if @name_window_text  != nil
      @name_window_text.dispose
      @name_window_text  = nil
    end
    xrxs9_terminate_message
    end
    
    #--------------------------------------------------------------------------
    
    def refresh
    
    self.contents.clear
    self.contents.font.color = text_color($ams.message_box_text_color)
    self.contents.font.name = $ams.font_type
    self.contents.font.size = $ams.font_size
    self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
    @x = @y = @max_x = @max_y = @indent = @lines = 0
    @face_indent = 0
    @opacity = 255
    @cursor_width = 0
    @write_speed = 0
    @write_wait = 0
    @mid_stop = false
    @face_file = nil
    @popchar = -2
    
    if $game_temp.choice_start == 0
      @x = 8
    end
    
    if $game_temp.message_text != nil
      @now_text = $game_temp.message_text
      if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
         @face_file = $1 + ".png"
         @x = @face_indent = 120
        if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
          self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 89, 69))
        end
        @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
      end
    
      begin
      last_text = @now_text.clone
      @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
      end until @now_text == last_text
      @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
       end
     
      #NEW
      #Dubealex's Stop Skip Text ON-OFF
      @now_text.gsub!(/\\[%]/) { "\100" }
      #End new command
     
      #NEW
      #Dubealex's Show Monster Name Feature
       @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
       $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
       end
       #End new command
     
      #NEW
      #Dubealex's Show Item Price Feature
       @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
       $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
       end
       #End new command
     
      #NEW
      #Dubealex's Show Hero Class Name Feature
       @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
       $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
       end
       #End new command
     
      #NEW
      #Dubealex's Show Current Map Name Feature
       @now_text.gsub!(/\\[Mm]ap/) do
       $game_map.name    != nil ? $game_map.name    : ""
       end
       #End new command
     
      #NEW
      #Dubealex's Choose Name Box Text Color
       @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
       $ams.name_box_text_color=$1.to_i
       @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
       end
       #End new command
     
      name_window_set = false
      if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
        name_window_set = true
        name_text = $1
        @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
      end
    
      if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
        @popchar = $1.to_i
        if @popchar == -1
          @x = @indent = 48
          @y = 4
        end
        @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
      end
    
      @max_choice_x = 0
      if @popchar >= 0
        @text_save = @now_text.clone
        @max_x = 0
        @max_y = 4
        for i in 0..3
          line = @now_text.split(/\n/)[3-i]
          @max_y -= 1 if line == nil and @max_y <= 4-i
          next if line == nil
          line.gsub!(/\\\w\[(\w+)\]/) { "" }
          cx = contents.text_size(line).width
          @max_x = cx if cx > @max_x
          if i >= $game_temp.choice_start
            @max_choice_x = cx if cx > @max_choice_x
          end
        end
        self.width = @max_x + 32 + @face_indent
        self.height = (@max_y - 1) * 32 + 64
        @max_choice_x -= 68
        @max_choice_x -= @face_indent*216/128
      else
        @max_x = self.width - 32 - @face_indent
        for i in 0..3
          line = @now_text.split(/\n/)
          next if line == nil
          line.gsub!(/\\\w\[(\w+)\]/) { "" }
          cx = contents.text_size(line).width
          if i >= $game_temp.choice_start
            @max_choice_x = cx if cx > @max_choice_x
          end
        end
        @max_choice_x += 8
      end
      @cursor_width = 0
      @now_text.gsub!(/\\\\/) { "\000" }
      @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
      @now_text.gsub!(/\\[Gg]/) { "\002" }
      @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
      @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
     
       #NEW
       #Dubealex's Permanent Color Change
       @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
         $ams.message_box_text_color= $1.to_i
        @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
         end
       #End of new command
     
       #NEW
       #Dubealex's Font Change Feature
        @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
         buftxt = $1.to_s
         $ams.font_type = buftxt
         @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
         end
       #End of new command
     
      @now_text.gsub!(/\\[.]/) { "\005" }
      @now_text.gsub!(/\\[|]/) { "\006" }
      @now_text.gsub!(/\\[>]/) { "\016" }
      @now_text.gsub!(/\\[<]/) { "\017" }
      @now_text.gsub!(/\\[!]/) { "\020" }
      @now_text.gsub!(/\\[~]/) { "\021" }
      @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
      @now_text.gsub!(/\\[Ii]/) { "\023" }
      @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
      @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
      @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
      @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
     
      reset_window
     
      if name_window_set
        color=$ams.name_box_text_color
        off_x =  $ams.name_box_x_offset
        off_y =  $ams.name_box_y_offset
        space = 2
        x = self.x + off_x - space / 2
        y = self.y + off_y - space / 2
        w = self.contents.text_size(name_text).width + $ams.name_box_width + space
        h = $ams.name_box_height + space
        @name_window_frame = Window_Frame.new(x, y, w, h)
        @name_window_frame.z = self.z + 1
        x = self.x + off_x + 4
        y = self.y + off_y
        @name_window_text  = Air_Text.new(x, y, name_text, color)
        @name_window_text.z = self.z + 2
      end
    end
    
    reset_window
    
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 32
    end
    end
    
    #--------------------------------------------------------------------------
    
    def update
    
    super
    
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    @now_text = nil if @now_text == ""
    
    if @now_text != nil and @mid_stop == false
      if @write_wait > 0
        @write_wait -= 1
        return
      end
      text_not_skip = LETTER_BY_LETTER_MODE
      while true
        @max_x = @x if @max_x < @x
        @max_y = @y if @max_y < @y
        if (c = @now_text.slice!(/./m)) != nil
          if c == "\000"
            c = "\\"
          end
      
          if c == "\001"
            @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
            temp_color = $1
            color = temp_color.to_i
            leading_x = temp_color.to_s.slice!(/./m)
            if leading_x == "#"
              self.contents.font.color = hex_color(temp_color)
              next
            end
            if color >= 0 and color <= 7
              self.contents.font.color = text_color(color)
            end
            next
          end
    
          if c == "\002"
            if @gold_window == nil and @popchar <= 0
              @gold_window = Window_Gold.new
              @gold_window.x = 560 - @gold_window.width
              if $game_temp.in_battle
                @gold_window.y = 192
              else
                @gold_window.y = self.y >= 128 ? 32 : 384
              end
              @gold_window.opacity = self.opacity
              @gold_window.back_opacity = self.back_opacity
            end
            c = ""
          end
    
          if c == "\003"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            speed = $1.to_i
            if speed >= 0 and speed <= 19
              @write_speed = speed
            end
            c = ""
          end
    
          if c == "\004"
            @now_text.sub!(/\[(.*?)\]/, "")
            buftxt = $1.dup.to_s
            if buftxt.match(/\//) == nil and buftxt != "" then
              $soundname_on_speak = "Audio/SE/" + buftxt
            else
              $soundname_on_speak = buftxt.dup
            end
            c = ""
          elsif c == "\004"
            c = ""
          end
      
          if c == "\005"
            @write_wait += 5
            c = ""
          end
      
          if c == "\006"
            @write_wait += 20
            c = ""
          end
      
          if c == "\016"
            text_not_skip = false
            c = ""
          end
      
          if c == "\017"
            text_not_skip = true
            c = ""
          end
      
          if c == "\020"
            @mid_stop = true
            c = ""
          end
      
          if c == "\021"
            terminate_message
            return
          end
      
          if c == "\023"
            @indent = @x
            c = ""
          end
    
          if c == "\024"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            @opacity = $1.to_i
            color = self.contents.font.color
            self.contents.font.name = $ams.font_type
            self.contents.font.size = $ams.font_size
            self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
            c = ""
          end
    
          if c == "\025"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            self.contents.font.size = [[$1.to_i, 6].max, 32].min
            c = ""
          end
    
          if c == "\026"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            @x += $1.to_i
            c = ""
          end
      
          if c == "\027"
            @now_text.sub!(/\[(.*?)\]/, "")
            @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
            if $soundname_on_speak != ""
              Audio.se_play($soundname_on_speak)
            end
          c = ""
          end
    
          if c == "\030"
            @now_text.sub!(/\[(.*?)\]/, "")
            self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
            if $soundname_on_speak != ""
              Audio.se_play($soundname_on_speak)
            end
            @x += 24
            c = ""
          end
    
          if c == "\n"
            @lines += 1
            @y += 1
            @x = 0 + @indent + @face_indent
            if @lines >= $game_temp.choice_start
              @x = 8 + @indent + @face_indent
              @cursor_width = @max_choice_x
            end
            c = ""
          end
      
          if c == "\022"
            @now_text.sub!(/\[([0-9]+)\]/, "")
            @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
            c = ""
          end
      
          #NEW
          #Dubealex's Text Skip On/OFF Command
           if c == "\100"
              if @alex_skip==false
                 @alex_skip=true
              else
                @alex_skip=false
              end
             c = ""
           end
           #end of new command
                                    
          if c != ""
            self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
            @x += self.contents.text_size(c).width
            if $soundname_on_speak != "" then
              Audio.se_play($soundname_on_speak)
            end
          end
      
    #SKIP_TEXT_CODE
    
    # B = Escape, 0 (On The NumPad), X
    # C = Enter, Space Bar and C
    # A = Shift, Z
    
      if Input.press?(Input::C) # <-- Change the value on that line
        if @alex_skip==false  
        text_not_skip = false
        end
          end
        else
          text_not_skip = true
          break
        end
     
        if text_not_skip
          break
        end
      end
      @write_wait += @write_speed
      return
    end
    
    if @input_number_window != nil
      @input_number_window.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    
    if @contents_showing
      if $game_temp.choice_max == 0
        self.pause = true
      end
     
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
     
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        if @mid_stop
          @mid_stop = false
          return
        else
          terminate_message
        end
      end
      return
    end
    
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
    end
    
    #--------------------------------------------------------------------------
    
    def get_character(parameter)
    
    case parameter
    when 0
      return $game_player
    else
      events = $game_map.events
      return events == nil ? nil : events[parameter]
    end
    end
    
    #--------------------------------------------------------------------------
    
    def reset_window
    
    #MESSAGE_SIZE
    #MESSAGE_POSITION
    
    if @popchar >= 0
      events = $game_map.events
      if events != nil
        character = get_character(@popchar)
        x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
        y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
        self.x = x
        self.y = y
      end
    elsif @popchar == -1
      self.x = -4
      self.y = -4
      self.width = 648
      self.height = 488
    else
      if $game_temp.in_battle
        self.y = 16
      else
        case $game_system.message_position
        when 0
          self.y = $ams.message_y_top
        when 1
          self.y = $ams.message_y_middle
        when 2
          self.y = $ams.message_y_bottom
        end
        self.x = $ams.message_x
        if @face_file == nil
          self.width = $ams.message_width
          self.x = $ams.message_x
        else
          if self.width <= 600
            self.width = 600
            self.x -=60
           end
        end
        self.height = $ams.message_height
      end
    end
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.color = text_color($ams.message_box_text_color)
    self.contents.font.name = $ams.font_type
     self.contents.font.size = $ams.font_size
    if @face_file != nil
      self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
    end
    if @popchar == -1
      self.opacity = 255
      self.back_opacity = 0
    elsif $game_system.message_frame == 0
      self.opacity = 255
      self.back_opacity = $ams.message_box_opacity
    else
      self.opacity = 0
      self.back_opacity = $ams.message_box_opacity
    end
    end
    
    #--------------------------------------------------------------------------
    
    def gaiji_draw(x, y, num)
    
    if @gaiji_cache == nil
      return 0
    else
      if @gaiji_cache.width < num * 24
        return 0
      end
    
      if self.contents.font.size >= 20 and self.contents.font.size <= 24
        size = 24
      else
        size = self.contents.font.size * 100 * 24 / 2200
      end
    
      self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
    
      if $soundname_on_speak != "" then
        Audio.se_play($soundname_on_speak)
      end
      return size
    end
    end
    
    #--------------------------------------------------------------------------
    
    def line_height
    return 32
    
    if self.contents.font.size >= 20 and self.contents.font.size <= 24
      return 32
    else
      return self.contents.font.size * 15 / 10
    end
    end
    
    #--------------------------------------------------------------------------
    
    def ruby_draw_text(target, x, y, str,opacity)
    
    sizeback = target.font.size
    target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
    rubysize = [rubysize, 6].max
    opacity = [[opacity, 0].max, 255].min
    split_s = str.split(/,/)
    split_s[0] == nil ? split_s[0] = "" : nil
    split_s[1] == nil ? split_s[1] = "" : nil
    
    height = sizeback + rubysize
    width  = target.text_size(split_s[0]).width
    
    target.font.size = rubysize
    ruby_width = target.text_size(split_s[1]).width
    target.font.size = sizeback
    
    buf_width = [target.text_size(split_s[0]).width, ruby_width].max
    
    width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
    
    if opacity == 255
      target.font.size = rubysize
      target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
      target.font.size = sizeback
      target.draw_text(x, y, width, target.font.size, split_s[0])
      return width
    else
      if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
        @opacity_text_buf.dispose
        @opacity_text_buf = Bitmap.new(buf_width, height)
      else
        @opacity_text_buf.clear
      end
      @opacity_text_buf.font.size = rubysize
      @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
      @opacity_text_buf.font.size = sizeback
      @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
      if sub_x >= 0
        target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
      else
        target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
      end
      return width
    end
    end
    
    #--------------------------------------------------------------------------
    
    def convart_value(option, index)
    option == nil ? option = "" : nil
    option.downcase!
    
    case option
    when "i"
      unless $data_items[index].name == nil
        r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
      end
    when "w"
      unless $data_weapons[index].name == nil
        r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
      end
    when "a"
      unless $data_armors[index].name == nil
        r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
      end
    when "s"
      unless $data_skills[index].name == nil
        r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
      end
    else
      r = $game_variables[index]
    end
    
    r == nil ? r = "" : nil
    return r
    end
    
    #--------------------------------------------------------------------------
    
    def dispose
    terminate_message
    
    if @gaiji_cache != nil
      unless @gaiji_cache.disposed?
        @gaiji_cache.dispose
      end
    end
    
    unless @opacity_text_buf.disposed?
      @opacity_text_buf.dispose
    end
    
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
    end
    
    #--------------------------------------------------------------------------
    
    def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
    end
    end
    #=========================================
    # ▲ CLASS Window_Message Ends
    #=========================================
    
    
    #=========================================
    # ▼ Class Window_Frame Begins
    #=========================================
    class Window_Frame < Window_Base
    
    def initialize(x, y, width, height)
    super(x, y, width, height)
    self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
    self.contents = nil
    end
    
    #--------------------------------------------------------------------------
    
    def dispose
    super
    end
    end
    #=========================================
    # ▲ CLASS Window_Frame Ends
    #=========================================
    
    
    #=========================================
    # ▼ CLASS Game_Map Additional Code Begins
    #=========================================
    class Game_Map
    
    #Dubealex's Addition (from XRXS) to show Map Name on screen
    def name
     $map_infos[@map_id]
    end
    end
    #=========================================
    # ▲ CLASS Game_Map Additional Code Ends
    #=========================================
    
    
    #=========================================
    # ▼ CLASS Scene_Title Additional Code Begins
    #=========================================
    class Scene_Title
    
    #Dubealex's Addition (from XRXS) to show Map Name on screen
     $map_infos = load_data("Data/MapInfos.rxdata")
     for key in $map_infos.keys
       $map_infos[key] = $map_infos[key].name
     end
    
     #Dubealex's addition to save data from the AMS in the save files
     $ams = AMS.new
    
    end
    #=========================================
    # ▲ CLASS Scene_Title Additional Code Ends
    #=========================================
    
    
    #=========================================
    # ▼ CLASS Window_Base Additional Code Begins
    #=========================================
    class Window_Base < Window
    
    #Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
    def hex_color(string)
      red = 0
      green = 0
      blue = 0
      if string.size != 6
        print("Hex strings must be six characters long.")
        print("White text will be used.")
        return Color.new(255, 255, 255, 255)
      end
      for i in 1..6
        s = string.slice!(/./m)
        if s == "#"
          print("Hex color string may not contain the \"#\" character.")
          print("White text will be used.")
          return Color.new(255, 255, 255, 255)
        end
        value = hex_convert(s)
        if value == -1
          print("Error converting hex value.")
          print("White text will be used.")
          return Color.new(255, 255, 255, 255)
        end
        case i
        when 1
          red += value * 16
        when 2
          red += value
        when 3
          green += value * 16
        when 4
          green += value
        when 5
          blue += value * 16
        when 6
          blue += value
        end
      end
      return Color.new(red, green, blue, 255)
    end
    
    #--------------------------------------------------------------------------
    
    def hex_convert(character)
      case character
       when "0"
         return 0
      when "1"
         return 1
      when "2"
         return 2
      when "3"
         return 3
      when "4"
         return 4
      when "5"
         return 5
      when "6"
         return 6
      when "7"
         return 7
      when "8"
         return 8
      when "9"
         return 9
      when "A"
         return 10
      when "B"
         return 11
      when "C"
         return 12
      when "D"
         return 13
      when "E"
         return 14
      when "F"
         return 15
       end
      return -1
    end
    end
    #=========================================
    # ▲ CLASS Window_Base Additional Code Ends
    #=========================================
    
    
    #=========================================
    # ▼ Class Air_Text Begins
    #=========================================
    class Air_Text < Window_Base
    
    def initialize(x, y, designate_text, color=0)
    
    super(x-16, y-16, 32 + designate_text.size * 12, 56)
    self.opacity      = 0
    self.back_opacity = 0
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    w = self.contents.width
    h = self.contents.height
    self.contents.font.name = $ams.name_font_type
    self.contents.font.size = $ams.name_font_size
    self.contents.font.color = text_color(color)
    self.contents.draw_text(0, 0, w, h, designate_text)
    end
    
    #--------------------------------------------------------------------------
    
    def dispose
    self.contents.clear
    super
    end
    end
    #==========================================
    # ▲ CLASS Air_Text  Ends
    #==========================================
    
    
    #===================================================
    # ▼ CLASS Scene_Save Additional Code Begins
    #===================================================
    class Scene_Save < Scene_File
    
     alias ams_original_write_save_data write_save_data
    
     def write_save_data(file)
       ams_original_write_save_data(file)
       Marshal.dump($ams, file)
     end
    
    end
    #===================================================
    # ▲ CLASS Scene_Save Additional Code Ends
    #===================================================
    
    
    #===================================================
    # ▼ CLASS Scene_Load Additional Code Begins
    #===================================================
    class Scene_Load < Scene_File
    
     alias ams_original_read_save_data read_save_data
    
     def read_save_data(file)
       ams_original_read_save_data(file)
       $ams      = Marshal.load(file)
     end
    
    end
    #===================================================
    # ▲ CLASS Scene_Load Additional Code Ends
    #===================================================
    Auto-save
    Code:
    #===============================================================================
    #  Liz's Autosave Script
    #  * Non-Hired, Credited Contact
    #-------------------------------------------------------------------------------
    #  Just place this script below all default scripts and above main.
    #  It will handle itself.
    #
    #  To Auto-save:
    #    Use the 'Script...' command and input:
    #    Autosave.save
    #===============================================================================
    module Autosave
     
      def self.save
        filename = make_filename(0)
        file = File.open(filename, "wb")
        write_save_data(file)
        file.close
      end
    
      def self.write_save_data(file)
        # Make character data for drawing save file
        characters = []
        for i in 0...$game_party.actors.size
              actor = $game_party.actors
              characters.push([actor.character_name, actor.character_hue])
        end
        # Write character data for drawing save file
        Marshal.dump(characters, file)
        # Wrire frame count for measuring play time
        Marshal.dump(Graphics.frame_count, file)
        # Increase save count by 1
        $game_system.save_count += 1
        # Save magic number
        # (A random value will be written each time saving with editor)
        $game_system.magic_number = $data_system.magic_number
        # Write each type of game object
        Marshal.dump($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
    
      def self.make_filename(file_index)
        return "Save#{file_index + 1}.rxdata"
      end
    end
    
    
    class Window_SaveFile < Window_Base
      def refresh
        self.contents.clear
        self.contents.font.color = normal_color
        if @file_index == 0
              name = "Autosave"
              if $scene.is_a?(Scene_Save)
                self.contents.font.color = disabled_color
              end
        else
              name = "File #{@file_index}"
              self.contents.font.color = normal_color
        end
        self.contents.draw_text(4, 0, 600, 32, name)
        @name_width = contents.text_size(name).width
        if @file_exist
              for i in 0...@characters.size
                bitmap = RPG::Cache.character(@characters[0], @characters[1])
                cw = bitmap.rect.width / 4
                ch = bitmap.rect.height / 4
                src_rect = Rect.new(0, 0, cw, ch)
                x = 300 - @characters.size * 32 + i * 64 - cw / 2
                self.contents.blt(x, 68 - ch, bitmap, src_rect)
              end
              hour = @total_sec / 60 / 60
              min = @total_sec / 60 % 60
              sec = @total_sec % 60
              time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
              self.contents.font.color = normal_color
              self.contents.draw_text(4, 8, 600, 32, time_string, 2)
              self.contents.font.color = normal_color
              time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
              self.contents.draw_text(4, 40, 600, 32, time_string, 2)
        end
      end
    end
    
    class Scene_Save < Scene_File
    
      alias lizzie_autosave_ss_ondec on_decision
    
      def on_decision(filename)
        if filename.include?("Save1.rxdata")
              $game_system.se_play($data_system.buzzer_se)
              return
        end
        lizzie_autosave_ss_ondec(filename)
      end
    end
  3. I've moved this thread to RGSSx Script Support. Thank you.

  4. !! SOLUTION !!
    Okay, I fixed it for anyone else that may need the solution.
    I placed the AMS script above the Autosave script, below all defaults and above Main.
    Then, I edited my Scene_Save, Scene_Load, and Scene_Title scripts.
    Leaving the AMS script untouched, but editing the Autosave script.

    Add "Marshal.dump($ams, file)" to your Scene_Save & Autosave scripts
    Scene_Save & Autosave Excerpt
    Code:
        # Write each type of game object
        Marshal.dump($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($game_player, file)
        Marshal.dump($ams, file)

    Add "$ams = Marshal.load(file)" to your Scene_Load script
    Scene_Load Excerpt
    Code:
        # Read each type of game object
        $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)
        $ams                = Marshal.load(file)

    Replace your "Continue" option on your Scene_Title script
    Note: This immediately loads Save 1, bypassing the default Scene_Load screen.
    Scene_Title Excerpt
    Code:
      #--------------------------------------------------------------------------
      # * Command: Continue
      #--------------------------------------------------------------------------
      def command_continue
          # If continue is disabled
          unless @continue_enabled
            # Play buzzer SE
            $game_system.se_play($data_system.buzzer_se)
            return
        end
        # Remake temporary object
        $game_temp = Game_Temp.new
        # Timestamp selects new file
        $game_temp.last_file_index = 0
        latest_time = Time.at(0)
        file = File.open("Save1.rxdata", "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = 1
        end
        file.close
        # Play load SE
        $game_system.se_play($data_system.load_se)
        # Read save data
        file = File.open("Save1.rxdata", "rb")
        read_save_data(file)
        file.close
        # Restore BGM and BGS
        $game_system.bgm_play($game_system.playing_bgm)
        $game_system.bgs_play($game_system.playing_bgs)
        # Update map (run parallel process event)
        $game_map.update
        # Switch to map screen
        $scene = Scene_Map.new
      end
      #--------------------------------------------------------------------------
      # * Read Save Data
      #     file : file object for reading (opened)
      #--------------------------------------------------------------------------
      def read_save_data(file)
        # Read character data for drawing save file
        characters = Marshal.load(file)
        # Read frame count for measuring play time
        Graphics.frame_count = Marshal.load(file)
        # Read each type of game object
        $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)
        $ams                = Marshal.load(file)
        # If magic number is different from when saving
        # (if editing was added with editor)
        if $game_system.magic_number != $data_system.magic_number
          # Load map
          $game_map.setup($game_map.map_id)
          $game_player.center($game_player.x, $game_player.y)
        end
        # Refresh party members
        $game_party.refresh
      end

    That's all, the two scripts should work fine together. I'm no longer getting any errors.
    I did go through several different error messages before getting it to work though.
    Let me know if anyone is still getting errors, I should be able to brute-force it again.

    *BUMP*