Variable and Icons

● ARCHIVED · READ-ONLY
Started by Leaferson Kenraise 8 posts View original ↗
  1. Hey guys, Leafy here.

    I'm using one of Yanfly's scripts and it allows you to show variables in the save files and status windows. It's really nice but I don't need numbers for what I need to display...

    Instead, is there a script or anything I can do to make a variable show an icon instead of a number?

    For example: If this variable is set to 1, it will show a sword. But if the variable is a 2, it will show an axe.

    Any help will be greatly appreciated and I'll even credit you in my game. :)
  2. I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


    What does your request have to do with the fact that you're using Yanfly's script? Is it the same script you want to modify? If so, please include a link to it.
  3. Something like this?
    It places an icon of your choosing below the Total Gold section in the save window.
    You use a variable to choose which icon you want to use. Be default will be blank.
    I'm still new at Ruby so let me know if there are any issues, should be fine so long as

    the chosen variable remains an integer and within the bounds your icon set.

    Spoiler
    #==============================================================================



    # ▼ Yanfly Engine Ace - Ace Save Engine v1.02

    # -- Last Updated: 2012.01.23

    # -- Level: Normal

    # -- Requires: n/a



    #==============================================================================

     

    $imported = {} if $imported.nil?

    $imported["YEA-SaveEngine"] = true

     

    #==============================================================================

    # ▼ Updates

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # 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/素材 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  = 101       # Icon used to indicate a save is present.

        EMPTY_ICON = 96      # Icon used to indicate an empty file.
     

        ICON_VARIABLE = 1     #Icon variable to store the icon id in. <================ MODIFY THIS VALUE HERE TO CHANGE ICON

        

        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

        # - 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 = []

        COLUMN2_VARIABLES = []

        

      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

        

      #--------------------------------------------------------------------------

      # self.var_icon

      #--------------------------------------------------------------------------

      def self.var_icon; return YEA::SAVE::ICON_VARIABLE; 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]].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_var_icon

      #--------------------------------------------------------------------------

      def draw_var_icon(dx,dy)

        icon_val = @header[:variables][icon.var_icon]

        if icon_val.nil? then

          icon_val = 0

        end

          draw_icon(icon_val, dx, dy, true)

      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].group

          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)

        draw_var_icon(contents.width-30, line_height*2)

      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



    #==============================================================================
  4. @Shaz: Yanfly's script wasn't really a major detail, more of an explanation of what I was doing. I was wondering if you could do this in general, for anywhere. Sorry if it caused trouble.

    @Meoix: "You use a variable to choose which icon you want to use. Be default will be blank" <- That's what I want.

    I am using that script, but I was wondering if I could apply this to anywhere, not just the save file window.
  5. Hmm,  not sure if you can just add in the icon to any window easily, you would likely have to add it in to each window you want it like the way I did in the script in my previous post.
    May be a bit tedious, but certainly doable.

     
  6. Placing this information to only one window is enough that I need. My main purpose of this is to determine your character's aura, which allows you to go into special shops to learn special skills. So a variable is determined your character's aura.
  7. Here, I hope this helps.

    Spoiler
    http://yanflychannel.wordpress.com/rmvxa/menu-scripts/command-window-icons/
    Here is an example.

    Spoiler
           Matching Text       Icon ID

          "New Game"     => 224,    # Title scene.

          "Continue"        => 230,    # Title scene.

          "Exit Game"      => 368,    # Title scene. Game End scene.

          

          "Combat"        => 386,    # Battle scene.

          "Flee"          => 328,    # Battle scene.

          "Strike"        => 116,    # Battle scene.

          "Block"         => 507,    # Battle scene.

          

          "Skill"         => 128,    # Skill scene. Battle scene.

          "Spell"         => 136,    # Skill scene. Battle scene.

          "Block"         => 507,    # Battle scene.

          

          "Items"         => 270,    # Menu scene. Item scene. Battle scene.

          "Skills"         => 128,   # Menu scene.

          "Equipment"     => 170,    # Menu scene.

          "Quests"        => 14761,  # Menu scene.

          "Status"        => 506,    # Menu scene.

          "Formation"     =>  12,    # Menu scene.

          "Class"         => 121,    # Menu scene.

          "Withdraw"      => 4991,   # Menu scene.

          "Deposit"       => 4990,   # Menu scene.

          "Chest"         => 270,    # Menu scene.

          "Map"           => 233,    # Menu scene.

          "Record"        => 338,    # Menu scene.

          "Read"          => 229,    # Menu scene.

          "Erase"         => 14732,  # Menu scene.

          "Options"       => 14733,  # Menu scene.

          "Debug"         => 15262,  # Menu scene.

          "Recipes"       => 14763,  # Menu scene. Crafting scene.

          " Dinars"       => 361,    # Menu scene. Shop scene.

          

          "Weapons"       => 386,    # Item scene.

          "Armors"        => 436,    # Item scene.

          "Key Items"     => 243,    # Item scene.

          

          "Title Screen"  => 1389,   # Game End scene.

          "Purchase"      => 361,    # Shop scene.

          "Barter"        => 270,    # Shop scene.

          "Equip"         => 14727,  # Shop scene.

          "Cancel"        => 2876,   # Game End scene.
  8. I do already have that script. It's useful, but not what I entirely needed.
     

    But I did get this problem solved by altering my game a bit and making some decisions. Thanks for all the help guys! :) I got what I needed.