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[RMMV] Save file description

author=Marrend
Like, how to make a plugin at all? You can use NotePad, WordPad, or like software. I've seen plugins that just plow right into the code, and no fluff. I've also seen plugins with headers (out of lack of a better term to use) that look something like...

/*
* @plugindesc Save File Description
* @author Marrend
* @help
* Makes save files relay more information when selected.
*/


...this. Writing a header might be useful to identify the plugin in your project's plugin manager, but, it might also depend on how many other plugins you have as well. If you do have a header, the code would be after it. If not, well, you just... write the code?


i know the pure basics of the @help, @plugindesc, etc but that's my only extent in the matter of plugins.

when starting off with the plugin would i know i just can't plop it in. shouldn't there be something saying it can only edit the save screen? (unless im wrong and the "DataManager.makeSavefileInfo = function() {" and "Window_SaveInfo.prototype.drawItem = function(index) {" already say that.)

[RMMV] Save file description

author=Marrend
Well, if I want to be honest, I'd suggest making a new JS file, and add the resulting file into the project with the plug-in manager. That way, the default programming still exists. In the worst-case scenario where you'd end up removing the snippet, you'd still have that original programming in case something goes amiss.

And to be fair, it's not a complete code, so a copy-paste shouldn't necessarily work to begin with, even if you did write it into rpg_windows.js.


how exactly would i put the code into a plugin? i have 0 knowledge on it so i have no idea on where to start.

[RMMV] Save file description

author=Marrend
DataManager.makeSavefileInfo = function() {
    var info = {};
    info.globalId   = this._globalId;
    info.title      = $dataSystem.gameTitle;
    info.characters = $gameParty.charactersForSavefile();
    info.faces      = $gameParty.facesForSavefile();
    info.playtime   = $gameSystem.playtimeText();
    info.timestamp  = Date.now();
    info.switches   = $gameSwitches;
    return info;
};

Window_SaveInfo.prototype.drawItem = function(index) {
  id = index + 1;
  info = DataManager.loadSavefileInfo(id);
  
  this.drawText("Anzu:", 0, 0, this.contents().width);
  this.drawText("Ranmaru:", 0, this.lineHeight(), this.contents().width);
  this.drawText("Alice:", 0, this.lineHeight()*2, this.contents().width);
  
  if (info.switches(36) {
    this.deathColor();
    this.drawText("Dead", 0, 0, this.contents().width, 'right');
  } else {
    this.normalColor();
    this.drawText("Alive", 0, 0, this.contents().width, 'right');
  };
  
  if (info.switches(37) {
    this.deathColor();
    this.drawText("Dead", 0, 0, this.contents().width, 'right');
  } else {
    this.normalColor();
    this.drawText("Alive", 0, 0, this.contents().width, 'right');
  };
  
  if (info.switches(38) {
    this.deathColor();
    this.drawText("Dead", 0, 0, this.contents().width, 'right');
  } else {
    this.normalColor();
    this.drawText("Alive", 0, 0, this.contents().width, 'right');
  };
};



i assume this is all in rpg_windows.js? is there any specific line it has to be under or do i just plop it anywhere?

also there's a total of 10 characters, i assume that for i just need to repeat the code of each of them? also for the code:
this.drawText("Ranmaru:", 0, this.lineHeight(), this.contents().width);
this.drawText("Alice:", 0, this.lineHeight()*2, this.contents().width);


is there only supposed to be one 0 followed by "this.lineHeight"?

[RMMV] Save file description

author=Marrend
The sub-thought in my head is that you could do something like...

DataManager.makeSavefileInfo = function() {
    var info = {};
    info.globalId   = this._globalId;
    info.title      = $dataSystem.gameTitle;
    info.characters = $gameParty.charactersForSavefile();
    info.faces      = $gameParty.facesForSavefile();
    info.playtime   = $gameSystem.playtimeText();
    info.timestamp  = Date.now();
    info.switches   = $gameSwitches;
    return info;
};



would this work with the following code in rpg_windows.js? (just asking because its something me and someone off the forum have made up on.)

Window_SavefileList.prototype.drawItem = function(index) {
    var id = index + 1;
    var valid = DataManager.isThisGameFile(id);
    var info = DataManager.loadSavefileInfo(id);
    var rect = this.itemRectForText(index);
    this.resetTextColor();
    if (this._mode === 'load') {
        this.changePaintOpacity(valid);
    }
    this.drawFileId(id, rect.x, rect.y);
    if (info) {
        this.changePaintOpacity(valid);
        this.drawContents(info, rect, valid);
        this.changePaintOpacity(true);
    }

    if ($gameSwitches.value(36)) {
        "Anzu"
        } else {
        "Anzu"
        }
};


also im sorry but i have 0 idea on how to make plugins and i couldn't find anything off the internet.

maybe there's a game out there that does something similar?

[RMMV] Save file description

ive tried searching the entire internet for this and tried asking in the rpg maker forums from the website. ill link the original thread here. just to make it quick im using the AltSaveScreen plugin by Yoji to make it look the way it does right now:




the idea is to have text in the window below; the one with file number, game name and playtime. this text is supposed to show character names and then their status, being either alive or dead with it being controlled with a switch. and obviously, like the playtime, it would change dependent on the save file.

to give a visual: (if switch 36 is off)
Anzu: Alive
Ranmaru: Alive
Alice: Alive

(if switch 36 is on)
Anzu: Dead
Ranmaru: Alive
Alice: Alive

ive tried going to rpg_windows.js and adding a script to add text although when moving it to the window below it started getting cut off.

is there some plugin that can help here or a script i can add to the code, its been very frustrating trying to do this.
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