iPhone App Directory
RPG Maker VX
 
Gallery Members Search Calendar Help


Welcome Guest ( Log In | Register )

Collapse

>Announcement

Keep an eye out for the upcoming 3rd Quarter Contest!
 
Reply to this topicStart new topic
> Change Windowskin of YEM bug
Gryphen
post Apr 13 2012, 10:01 AM
Post #1



Group Icon


Type: Writer
Alignment: Neutral Good




Hello. I'm not a scripter, just able to understand a few things about the codes. I tried using the YEM System Game Options with the Woratana's Neo Save System.

What happens is that the selecting of Window skins goes haywire after accessing the save file. I never did any modification of the codes other than replacing the contents of the Hash table for the Windows in YEM. I tried running the script in a separate project without modifying the codes and I get the same bug.

So here's the bug, whenever I try to choose the second window, it goes to a different selection. Let's say your choice is Window #2, instead of changing the Window to 2 it goes to 6 and if you try pressing up or down it goes all over the place like from your choice window 6 will go to window 1. I have 9 values on my hash table and my DEFAULT_SKIN_VALUE is 2 right now.

Okay here's the codes to make it easy for experts like you to understand.

This is the YEM Codes. I deleted the ATB parts and other Battle Engine Melody related lines but the bud exists even before I removed them.
CODE
#===============================================================================
#
# Yanfly Engine Melody - System Game Options
# Last Date Updated: 2010.06.12
# Level: Normal
#
# System Game Options replaces the "Game End" scene found in the default RPG
# Maker VX with a system options menu. In this menu, the player can readjust
# sound volumes, automatic dashing, and more. This changes one of the unused
# game end scene into something a whole lot more useful.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.06.12 - Bugfix for disposing the skins window.
# o 2010.05.14 - Finished Script.
# o 2010.05.12 - Started Script.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# 1. Scroll down, adjust the various Switches and Variable values to something
#    empty or predetermined.
# 2. Make a "Windows" folder in your project's "Graphics" folder. Insert the
#    window skins you want to use there and adjust the WINDOW_HASH accordingly.
#
#===============================================================================
# Compatibility
# -----------------------------------------------------------------------------
# - Replaces ALL of Scene_End. Expect no functionality with any scripts that
#   will also replace Scene_End.
# - This script is made to be specifically compatible with Battle Engine Melody.
#===============================================================================

$imported = {} if $imported == nil
$imported["SystemGameOptions"] = true

module YEM
  module SYSTEM
    
    # This replaces the Game End title with the following text. And although
    # script itself doesn't provide the icon, any script that may potentially
    # link towards the System menu will reveal the System icon below.
    TITLE = "System"
    ICON  = 134
    
    #===========================================================================
    # Game System Commands
    # --------------------------------------------------------------------------
    # The following adjusts the order at which you would like the menu system
    # commands to appear. Here is the reference table to their command ID's.
    #      :blank        - Blank Item.
    #      :volume_bgm   - Adjusts BGM volume.
    #      :volume_bgs   - Adjusts BGS volume.
    #      :volume_sfx   - Adjusts SFX volume.
    #      :animations   - Turns on/off battle animations.
    #      :autocursor   - Requires BEM. Memorized cursor position.
    #      :skill_help   - Requires BEM. Display skill help.
    #      :next_actor   - Requires BEM. Automatic Next Actor.
    #      :atb_active   - Requires BEM. Sets ATB type.
    #      :atb_speed    - Requires BEM. Sets ATB speed.
    #      :auto_dash    - Controls if need to hold down dash button to run.
    #      :instant_text - Whether or not text appears instantly in messages.
    #      :windowskin   - Changes the windowskin.
    #      :return_title - Return back to the title screen.
    #      :return_menu  - Return back to the menu screen.
    #===========================================================================
    
    # This array modifies the order your system menu options appear in from
    # top to bottom. Rearrange them as you see fit or remove them if desired.
    COMMANDS =[
      :windowskin,
      :autocursor,
      :bgm_volume,  
      :bgs_volume,  
      :sfx_volume,  
      :auto_dash,    
      :instant_text,
      :blank,        
      :return_title,
      :return_menu,  
    ] # Do not remove this.
    
    # The following hash determines what variables and switches are used to
    # adjust the system options menu. It's very important that you bind the
    # values to the proper variables and switches in order for your game to
    # run properly. In addition to adjusting the switches, you also apply
    # text descriptions of each of the items here, too.
     OPTIONS ={
    # Option => Value
      :bgm_variable  => 21,  # Variable used to adjust BGM volume.
      :bgm_mute_sw   => 21,  # Switch used to mute/unmute the BGM.
        :bgm_volume  => "BGM Volume",
        :bgm_des     => "Adjusts BGM volume. Z to Mute and Unmute.",
      :bgs_variable  => 22,  # Variable used to adjust BGS volume.
      :bgs_mute_sw   => 22,  # Switch used to mute/unmute the BGS.
        :bgs_volume  => "BGS Volume",
        :bgs_des     => "Adjusts BGS volume. Z to Mute and Unmute.",
      :sfx_variable  => 23,  # Variable used to adjust SFX volume.
      :sfx_mute_sw   => 23,  # Switch used to mute/unmute the SFX.
        :sfx_volume  => "SFX Volume",
        :sfx_des     => "Adjusts SFX volume. Z to Mute and Unmute.",
        :mute        => "Mute",
        :audio       => "Audio %d%%",
      :auto_dash_sw  => 28,  # Switch used to enable auto-dashing.
        :auto_dash   => "Auto-Dash",
        :dash_des    => "Automatically dash without holding the run button.",
        :dash_on     => "Dash",
        :dash_off    => "Walk",
      :inst_text_sw  => 29,  # Switch used to control instant text.
        :instant_text => "Instant Text",
        :inst_des    => "Text appears all at once instead of one by one.",
        :inst_on     => "Instant",
        :inst_off    => "Normal",
      :return_title  => "Return to Title",
        :retitle_des => "Return back to the title screen.",
      :return_menu   => "Return to Main Menu",
        :remenu_des  => "Return back to the main menu.",
      :window_var    => 30,  # Variable used to change windowskins.
        :windowskin  => "Windowskin",
        :wind_des    => "Changes the windowskin used for the game.",
    } # Do not remove this.
    
    # This sets the default fonts used for your windows. Note that in this
    # array, if a player doesn't have the font in front, it'll use the next one
    # onward until the player does have that font installed.
    DEFAULT = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"]
    WRITING = ["Comic Sans MS", "Lucida Handwriting", "Arial"]
    
    # The following adjusts the window skins used for your game. Match the
    # Window skins with the names accordingly. Within the windowskin hash,
    # the following settings are adjusted as such:
    #     Name - File Name
    #     Opac - Back Opacity
    #     Bold - Bold font?
    #   Italic - Italic font?
    #   Shadow - Use shadows?
    #     Size - Font Size
    #     Font - Font Set
    DEFAULT_SKIN_VALUE  = 2
    WINDOW_HASH ={
    # Window ID => [      Name, Opac,  Bold, Italic, Shadow, Size,    Font],
              1 => ["Type 1", 0, true,  false,   true, 20, WRITING],
              2 => ["Type 2", 0, true,  false,   true, 20, WRITING],
              3 => ["Type 3", 0, true,  false,   true, 20, WRITING],
              4 => ["Type 4", 0, true,  false,   true, 20, WRITING],
              5 => ["Type 5",  0, true,  false,   true, 20, WRITING],
              6 => ["Type 6",  0, true,  false,   true, 20, WRITING],
              7 => ["Type 7",  0, true,  false,   true, 20, WRITING],
              8 => ["Type 8",  0, true,  false,   true, 20, WRITING],
              9 => ["Type 9",  0, true,  false,   true, 20, WRITING],
              
    } # Do not remove this.
    
  end # SYSTEM
end # YEM

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Vocab
#===============================================================================

module Vocab

  #--------------------------------------------------------------------------
  # overwrite method: self.game_end
  #--------------------------------------------------------------------------
  def self.game_end
    return YEM::SYSTEM::TITLE
  end
  
end # Vocab

#===============================================================================
# module Icon
#===============================================================================

module Icon
  
  #--------------------------------------------------------------------------
  # new method: self.system
  #--------------------------------------------------------------------------
  def self.system
    return YEM::SYSTEM::ICON
  end
  
end # Icon

#===============================================================================
# module Cache
#===============================================================================

module Cache
  
  #--------------------------------------------------------------------------
  # new method: self.windows
  #--------------------------------------------------------------------------
  def self.windows(filename); load_bitmap("Graphics/Windows/", filename); end
  
end # Cache
YEM::SYSTEM::WINDOWSKIN_VARIABLE = YEM::SYSTEM::OPTIONS[:window_var]
#===============================================================================
# RPG::BGM
#===============================================================================
unless $imported["BattleEngineMelody"]
module RPG
class BGM < AudioFile
  
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    if @name.empty?
      Audio.bgm_stop
      @@last = BGM.new
    else
      vol = @volume
      if $game_variables != nil
        options = YEM::SYSTEM::OPTIONS
        vol = vol * $game_variables[options[:bgm_variable]] / 100
        vol = [[vol, 0].max, 100].min
        vol = 0 if $game_switches[options[:bgm_mute_sw]]
      end
      Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
      @@last = self
    end
  end
  
end # BGM
class ME < AudioFile
  
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    if @name.empty?
      Audio.me_stop
    else
      vol = @volume
      if $game_variables != nil
        options = YEM::SYSTEM::OPTIONS
        vol = vol * $game_variables[options[:bgm_variable]] / 100
        vol = [[vol, 0].max, 100].min
        vol = 0 if $game_switches[options[:bgm_mute_sw]]
      end
      Audio.me_play("Audio/ME/" + @name, vol, @pitch)
    end
  end
  
end # ME
class BGS < AudioFile
  
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    if @name.empty?
      Audio.bgs_stop
      @@last = BGS.new
    else
      vol = @volume
      if $game_variables != nil
        options = YEM::SYSTEM::OPTIONS
        vol = vol * $game_variables[options[:bgs_variable]] / 100
        vol = [[vol, 0].max, 100].min
        vol = 0 if $game_switches[options[:bgs_mute_sw]]
      end
      Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
      @@last = self
    end
  end
  
end # BGS
class SE < AudioFile
  
  #--------------------------------------------------------------------------
  # overwrite method: play
  #--------------------------------------------------------------------------
  def play
    unless @name.empty?
      vol = @volume
      if $game_variables != nil
        options = YEM::SYSTEM::OPTIONS
        vol = vol * $game_variables[options[:sfx_variable]] / 100
        vol = [[vol, 0].max, 100].min
        vol = 0 if $game_switches[options[:sfx_mute_sw]]
      end
      Audio.se_play("Audio/SE/" + @name, vol, @pitch)
    end
  end
  
end # SE
end # RPG
end # $imported["BattleEngineMelody"]
#===============================================================================
# Game_System
#===============================================================================

class Game_System
  
  #--------------------------------------------------------------------------
  # new method: create_system_options
  #--------------------------------------------------------------------------
  def create_system_options
    return if @created_system_options
    @created_system_options = true
    options = YEM::SYSTEM::OPTIONS
    $game_variables[options[:bgm_variable]] = 100
    $game_variables[options[:bgs_variable]] = 100
    $game_variables[options[:sfx_variable]] = 100
    $game_switches[options[:bgm_mute_sw]] = false
    $game_switches[options[:bgs_mute_sw]] = false
    $game_switches[options[:sfx_mute_sw]] = false
    $game_switches[options[:auto_dash_sw]] = false
    $game_switches[options[:inst_text_sw]] = false
    $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] =
      YEM::SYSTEM::DEFAULT_SKIN_VALUE
  end
  
end # Game_System

#===============================================================================
# Game_Player
#===============================================================================

class Game_Player < Game_Character
  
  #--------------------------------------------------------------------------
  # alias method: dash?
  #--------------------------------------------------------------------------
  alias dash_sgo dash? unless $@
  def dash?
    if $game_switches[YEM::SYSTEM::OPTIONS[:auto_dash_sw]]
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if in_vehicle?
      return false if Input.press?(Input::A)
      return true
    else
      return dash_sgo
    end
  end
  
end # Game_Player

#===============================================================================
# Window
#===============================================================================

class Window
  
  #--------------------------------------------------------------------------
  # update windowskin
  #--------------------------------------------------------------------------
  def update_windowskin
    return if $game_variables == nil
    variable = YEM::SYSTEM::WINDOWSKIN_VARIABLE
    if $game_variables[variable] == 0
      $game_variables[variable] = YEM::SYSTEM::DEFAULT_SKIN_VALUE
    elsif !YEM::SYSTEM::WINDOW_HASH.include?($game_variables[variable])
      $game_variables[variable] = YEM::SYSTEM::DEFAULT_SKIN_VALUE
    end
    skin = YEM::SYSTEM::WINDOW_HASH[$game_variables[variable]]
    change_settings(skin)
  end
  
  #--------------------------------------------------------------------------
  # change_settings
  #--------------------------------------------------------------------------
  def change_settings(skin)
    self.windowskin = Cache.windows(skin[0])
    self.back_opacity = skin[1]
    self.contents.font.bold = Font.default_bold = skin[2]
    self.contents.font.italic = Font.default_italic = skin[3]
    self.contents.font.shadow = Font.default_shadow = skin[4]
    self.contents.font.size = Font.default_size = skin[5]
    self.contents.font.name = Font.default_name = skin[6]
    self.contents.font.color = normal_color
  end
  
end # Window

#===============================================================================
# Window_Base
#===============================================================================

class Window_Base < Window
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias initialize_window_sgo initialize unless $@
  def initialize(x, y, width, height)
    initialize_window_sgo(x, y, width, height)
    self.update_windowskin
  end
  
  #--------------------------------------------------------------------------
  # alias method: create_contents
  #--------------------------------------------------------------------------
  alias create_contents_base_sgo create_contents unless $@
  def create_contents
    create_contents_base_sgo
    self.contents.font.color = normal_color
  end
  
end # Window_Base

#===============================================================================
# Window_Selectable
#===============================================================================

class Window_Selectable < Window_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_contents
  #--------------------------------------------------------------------------
  alias create_contents_selectable_sgo create_contents unless $@
  def create_contents
    create_contents_selectable_sgo
    self.contents.font.color = normal_color
  end
  
end # Window_Selectable

#===============================================================================
# Window_SaveFile
#===============================================================================

class Window_SaveFile < Window_Base
  
  #--------------------------------------------------------------------------
  # alias method: refresh
  #--------------------------------------------------------------------------
  alias refresh_savefile_mso refresh unless $@
  def refresh
    if @file_exist
      n = @game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE]
      if n == 0 or !YEM::SYSTEM::WINDOW_HASH.include?(n)
        n = YEM::SYSTEM::DEFAULT_SKIN_VALUE
      end
      skin = YEM::SYSTEM::WINDOW_HASH[n]
      change_settings(skin)
    end
    refresh_savefile_mso
  end
  
end # Window_SaveFile

#===============================================================================
# Window_Message
#===============================================================================

class Window_Message < Window_Selectable
  
  #--------------------------------------------------------------------------
  # alias method: update_show_fast
  #--------------------------------------------------------------------------
  alias update_show_fast_sgo update_show_fast unless $@
  def update_show_fast
    if $game_switches[YEM::SYSTEM::OPTIONS[:inst_text_sw]]
      if self.pause or self.openness < 255
        @show_fast = false
      else
        @show_fast = true
      end
      if @show_fast and @wait_count > 0
        @wait_count -= 1
      end
    else
      update_show_fast_sgo
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: new_page
  #--------------------------------------------------------------------------
  alias new_page_sgo new_page unless $@
  def new_page
    self.update_windowskin
    new_page_sgo
  end
  
end # Window_Message

#===============================================================================
# Window_SystemOptions
#===============================================================================

class Window_SystemOptions < Window_Selectable
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(help_window)
    dy = help_window.height
    dh = Graphics.height - dy
    super(0, dy, Graphics.width, dh)
    self.index = 0
    refresh
    @help_window = help_window
    update_help
  end
  
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[self.index]; end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for command in YEM::SYSTEM::COMMANDS
      case command
      when :windowskin, :animations, :bgm_volume, :sfx_volume, :bgs_volume,
      :auto_dash, :instant_text, :blank, :return_title, :return_menu
      else; next
      end
      @data.push(command)
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max; draw_item(i); end
  end
  
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    obj = @data[index]
    return if obj == nil
    case obj
    when :windowskin
      draw_window_item(obj, rect.clone)
    when :bgm_volume, :sfx_volume, :bgs_volume
      draw_volume_item(obj, rect.clone)
    when :auto_dash, :instant_text
      draw_switch_item(obj, rect.clone)
    when :return_title, :return_menu
      draw_solo_item(obj, rect.clone)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_window_item
  #--------------------------------------------------------------------------
  def draw_window_item(obj, rect)
    title = YEM::SYSTEM::OPTIONS[:windowskin]
    self.contents.font.color = normal_color
    self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1)
    dx = rect.x + rect.width/2
    skin_id = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE]
    skin_name = YEM::SYSTEM::WINDOW_HASH[skin_id][0]
    dx = rect.x + rect.width/2
    self.contents.draw_text(dx, rect.y, rect.width/2, WLH, skin_name, 1)
  end
  
  #--------------------------------------------------------------------------
  # draw_volume_item
  #--------------------------------------------------------------------------
  def draw_volume_item(obj, rect)
    options = YEM::SYSTEM::OPTIONS
    case obj
    when :bgm_volume
      title = options[:bgm_volume]
      value = $game_variables[options[:bgm_variable]]
      mute  = $game_switches[options[:bgm_mute_sw]]
    when :bgs_volume
      title = options[:bgs_volume]
      value = $game_variables[options[:bgs_variable]]
      mute  = $game_switches[options[:bgs_mute_sw]]
    when :sfx_volume
      title = options[:sfx_volume]
      value = $game_variables[options[:sfx_variable]]
      mute  = $game_switches[options[:sfx_mute_sw]]
    else; return
    end
    value = sprintf(options[:audio], value)
    self.contents.font.color = normal_color
    self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1)
    self.contents.font.color.alpha = mute ? 128 : 255
    dx = rect.x + rect.width/2
    self.contents.draw_text(dx, rect.y, rect.width/4, WLH, value, 1)
    self.contents.font.color.alpha = mute ? 255 : 128
    dx = rect.x + rect.width*3/4
    self.contents.draw_text(dx, rect.y, rect.width/4, WLH, options[:mute], 1)
  end
  
  #--------------------------------------------------------------------------
  # draw_switch_item
  #--------------------------------------------------------------------------
  def draw_switch_item(obj, rect)
    options = YEM::SYSTEM::OPTIONS
    title = options[obj]
    case obj
    when :cinematics
      name1 = options[:cinem_on]
      name2 = options[:cinem_off]
      toggle = $game_switches[options[:cinematics_sw]]
    when :auto_dash
      name1 = options[:dash_on]
      name2 = options[:dash_off]
      toggle = $game_switches[options[:auto_dash_sw]]
    when :instant_text
      name1 = options[:inst_on]
      name2 = options[:inst_off]
      toggle = $game_switches[options[:inst_text_sw]]
    else; return
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1)
    self.contents.font.color.alpha = toggle ? 255 : 128
    dx = rect.x + rect.width/2
    self.contents.draw_text(dx, rect.y, rect.width/4, WLH, name1, 1)
    self.contents.font.color.alpha = toggle ? 128 : 255
    dx = rect.x + rect.width*3/4
    self.contents.draw_text(dx, rect.y, rect.width/4, WLH, name2, 1)
  end

  #--------------------------------------------------------------------------
  # draw_solo_item
  #--------------------------------------------------------------------------
  def draw_solo_item(obj, rect)
    options = YEM::SYSTEM::OPTIONS
    case obj
    when :return_title, :return_menu
      text = options[obj]
    else; return
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(rect.x, rect.y, rect.width, WLH, text, 1)
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.trigger?(Input::C)
      input_case_c
    elsif Input.repeat?(Input::LEFT)
      input_case_left
    elsif Input.repeat?(Input::RIGHT)
      input_case_right
    end
  end
  
  #--------------------------------------------------------------------------
  # input_case_c
  #--------------------------------------------------------------------------
  def input_case_c
    options = YEM::SYSTEM::OPTIONS
    case item
    when :windowskin
      Sound.play_decision
      $scene.open_skins_window
      return
    when :bgm_volume; switch = options[:bgm_mute_sw]
    when :bgs_volume; switch = options[:bgs_mute_sw]
    when :sfx_volume; switch = options[:sfx_mute_sw]
    when :cinematics; switch = options[:cinematics_sw]
    when :auto_dash;  switch = options[:auto_dash_sw]
    when :instant_text; switch = options[:inst_text_sw]
    when :return_title
      $scene.command_to_title
      return
    when :return_menu
      Sound.play_decision
      $scene.return_scene
      return
    else; return
    end
    $game_switches[switch] = !$game_switches[switch]
    Sound.play_decision
    RPG::BGM::last.play if item == :bgm_volume
    RPG::BGS::last.play if item == :bgs_volume
    draw_item(self.index)
  end
  
  #--------------------------------------------------------------------------
  # input_case_left
  #--------------------------------------------------------------------------
  def input_case_left
    options = YEM::SYSTEM::OPTIONS
    ignore = false
    case item
    when :bgm_volume, :bgs_volume, :sfx_volume
      value = Input.press?(Input::SHIFT) ? 10 : 1
      case item
      when :bgm_volume; variable = options[:bgm_variable]
      when :bgs_volume; variable = options[:bgs_variable]
      when :sfx_volume; variable = options[:sfx_variable]
      end
      return if $game_variables[variable] == 0
      $game_variables[variable] -= value
      $game_variables[variable] = [$game_variables[variable], 0].max
      ignore = true
  
    when :cinematics; switch = options[:cinematics_sw]
    when :auto_dash;  switch = options[:auto_dash_sw]
    when :instant_text; switch = options[:inst_text_sw]
    else; return
    end
    unless ignore
      return if $game_switches[switch]
      $game_switches[switch] = true
    end
    Sound.play_cursor
    RPG::BGM::last.play if item == :bgm_volume
    RPG::BGS::last.play if item == :bgs_volume
    draw_item(self.index)
  end
  
  #--------------------------------------------------------------------------
  # input_case_right
  #--------------------------------------------------------------------------
  def input_case_right
    options = YEM::SYSTEM::OPTIONS
    ignore = false
    case item
    when :bgm_volume, :bgs_volume, :sfx_volume
      value = Input.press?(Input::SHIFT) ? 10 : 1
      case item
      when :bgm_volume; variable = options[:bgm_variable]
      when :bgs_volume; variable = options[:bgs_variable]
      when :sfx_volume; variable = options[:sfx_variable]
      end
      return if $game_variables[variable] == 100
      $game_variables[variable] += value
      $game_variables[variable] = [$game_variables[variable], 100].min
      ignore = true
    
    when :cinematics; switch = options[:cinematics_sw]
    when :auto_dash;  switch = options[:auto_dash_sw]
    when :instant_text; switch = options[:inst_text_sw]
    else; return
    end
    unless ignore
      return if !$game_switches[switch]
      $game_switches[switch] = false
    end
    Sound.play_cursor
    RPG::BGM::last.play if item == :bgm_volume
    RPG::BGS::last.play if item == :bgs_volume
    draw_item(self.index)
  end
  
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    case item
    when :bgm_volume; type = :bgm_des
    when :bgs_volume; type = :bgs_des
    when :sfx_volume; type = :sfx_des
    when :cinematics; type = :cinem_des
    when :windowskin; type = :wind_des
    when :auto_dash;  type = :dash_des
    when :instant_text; type = :inst_des
    when :return_title; type = :retitle_des
    when :return_menu;  type = :remenu_des
    else; type = nil
    end
    text = YEM::SYSTEM::OPTIONS[type].to_s
    @help_window.set_text(text, 1)
  end
  
end # Window_SystemOptions

#===============================================================================
# Window_Skins
#===============================================================================

class Window_Skins < Window_Selectable
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dx = Graphics.width/4
    dw = Graphics.width/2
    dh = Graphics.height - 112
    super(dx, 56, dw, dh)
    @column_max = 1
    self.index = 0
    self.back_opacity = 255
    self.openness = 0
    self.active = false
    refresh
  end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    variable = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE]
    hash = YEM::SYSTEM::WINDOW_HASH.sort{ |a,b| a[0] <=> b[0] }
    for key in hash
      @data.push(key[0])
      self.index = key[0] - 1 if key[0] == $game_variables[variable]
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    rect.width -= 4
    text = YEM::SYSTEM::WINDOW_HASH[@data[index]][0]
    self.contents.draw_text(rect, text, 1)
  end
  
end # Window_Skins

#===============================================================================
# Scene_Title
#===============================================================================

class Scene_Title < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_game_objects
  #--------------------------------------------------------------------------
  alias create_game_objects_sgo create_game_objects unless $@
  def create_game_objects
    create_game_objects_sgo
    $game_system.create_system_options
  end
  
end # Scene_Title

#===============================================================================
# Scene_Map
#===============================================================================

class Scene_Map < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias start_sgo start unless $@
  def start
    $game_system.create_system_options
    start_sgo
  end
  
end # Scene_Map

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base

end # Scene_Battle

#===============================================================================
# Scene_End
#===============================================================================

class Scene_End < Scene_Base
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :window_var
  
  #--------------------------------------------------------------------------
  # overwrite method: start
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @window_var = YEM::SYSTEM::WINDOWSKIN_VARIABLE
    @help_window = Window_Help.new
    @options_window = Window_SystemOptions.new(@help_window)
    @skins_window = Window_Skins.new
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: post_start
  #--------------------------------------------------------------------------
  def post_start; super; end
  
  #--------------------------------------------------------------------------
  # overwrite method: pre_terminate
  #--------------------------------------------------------------------------
  def pre_terminate; super; end
    
  #--------------------------------------------------------------------------
  # overwrite method: close_command_window
  #--------------------------------------------------------------------------
  def close_command_window; end
  
  #--------------------------------------------------------------------------
  # overwrite method: terminate
  #--------------------------------------------------------------------------
  def terminate
    super
    @help_window.dispose
    @options_window.dispose
    @skins_window.dispose
    dispose_menu_background
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: update
  #--------------------------------------------------------------------------
  def update
    super
    @help_window.update
    @skins_window.update
    update_menu_background
    if @options_window.active
      update_options_window
    elsif @skins_window.active
      update_skins_window
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: update_options_window
  #--------------------------------------------------------------------------
  def update_options_window
    @options_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: open_skins_window
  #--------------------------------------------------------------------------
  def open_skins_window
    @skins_window.open
    @skins_window.index = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] - 1
    @skins_window.active = true
    @options_window.active = false
  end
  
  #--------------------------------------------------------------------------
  # new method: update_skins_window
  #--------------------------------------------------------------------------
  def update_skins_window
    if @last_index != @skins_window.index
      @last_index = @skins_window.index
      update_skins
    end
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @skins_window.close
      @skins_window.active = false
      @options_window.active = true
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @skins_window.close
      @skins_window.active = false
      @options_window.active = true
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: update_skins
  #--------------------------------------------------------------------------
  def update_skins
    $game_variables[@window_var] = @skins_window.index + 1
    @options_window.update_windowskin
    @options_window.refresh
    @help_window.update_windowskin
    @help_window.set_text("")
    @options_window.update_help
    @skins_window.update_windowskin
    @skins_window.back_opacity = 255
    @skins_window.refresh
    @options_window.draw_item(@options_window.index)
  end
  
end # Scene_End

#===============================================================================
#
# END OF FILE
#
#===============================================================================



And here's the Neo Save System. I only did modification on the SAVE_FILE_NAME area.
CODE
#===============================================================
# ● [VX] ◦ Neo Save System III ◦ □
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 15/02/2009
# ◦ Version: 3.0
#--------------------------------------------------------------
# ◦ Log III:
# - Change back to draw tilemap as screenshot. Don't need any image.
# - For drawing tilemap, the characters won't show on the tilemap.
#--------------------------------------------------------------
# ◦ Log II:
# - Screenshot DLL is not work with Vista Aero, so I remove it
# and use image for each map instead of screenshot.
# - Actor's level in last version (V.1) is incorrect.
#--------------------------------------------------------------
# ◦ Features:
# - Unlimited save slots, you can choose max save slot
# - You can use image for scene's background
# - Choose your save file's name, and folder to store save files
# - Choose to show only information you want
# - Editable text for information's title
# - Draw tilemap for map that player is currently in.
# - Remove text you don't want from map's name (e.g. tags for special script)
# - Choose map that you don't want to show its name
# - Include save confirmation window before overwrite old save
#=================================================================

module Wora_NSS
  #==========================================================================
  # * START NEO SAVE SYSTEM - SETUP
  #--------------------------------------------------------------------------
  NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest)
  # You can change this to 0 in case you want to use image for background
  NSS_IMAGE_BG = '' # Background image file name, it must be in folder Picture.
  # use '' for no background
  NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image
  
  MAX_SAVE_SLOT = 99 # Max save slots no.
  SLOT_NAME = 'FILE {id}'
  # Name of the slot (show in save slots list), use {id} for slot ID
  SAVE_FILE_NAME = 'Ethersave{id}.rvdata'
  # Save file name, you can also change its file type from .rvdata to other
  # use {id} for save slot ID
  SAVE_PATH = '' # Path to store save file, e.g. 'Save/' or '' (for game folder)
  
  SAVED_SLOT_ICON = 133 # Icon Index for saved slot
  EMPTY_SLOT_ICON = 141 # Icon Index for empty slot
  
  EMPTY_SLOT_TEXT = '-EMPTY-' # Text to show for empty slot's data
  
  DRAW_GOLD = true # Draw Gold
  DRAW_PLAYTIME = true # Draw Playtime
  DRAW_LOCATION = true # Draw location
  DRAW_FACE = true # Draw Actor's face
  DRAW_LEVEL = true # Draw Actor's level
  DRAW_NAME = true # Draw Actor's name
  
  PLAYTIME_TEXT = 'Play Time: '
  GOLD_TEXT = 'Wallet: '
  LOCATION_TEXT = 'Location: '
  LV_TEXT = 'Lv '
  
  MAP_NAME_TEXT_SUB = %w{}
  # Text that you want to remove from map name,
  # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name
  MAP_NO_NAME_LIST = [] # ID of Map that will not show map name, e.g. [1,2,3]
  MAP_NO_NAME_NAME = '??????????' # What you will use to call map in no name list
  
  MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity)
  FACE_BORDER = Color.new(0,0,0,200) # Face border color
  
  ## SAVE CONFIRMATION WINDOW ##
  SFC_Text_Confirm = 'Save' # Text to confirm to save file
  SFC_Text_Cancel = 'Cancel Save' # Text to cancel to save
  SFC_Window_Width = 200 # Width of Confirmation Window
  SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally
  SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically
  #----------------------------------------------------------------------
  # END NEO SAVE SYSTEM - SETUP
  #=========================================================================
end
  
class Scene_File < Scene_Base
  include Wora_NSS
  attr_reader :window_slotdetail
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    if NSS_IMAGE_BG != ''
      @bg = Sprite.new
      @bg.bitmap = Cache.picture(NSS_IMAGE_BG)
      @bg.opacity = NSS_IMAGE_BG_OPACITY
    end
    @help_window = Window_Help.new
    command = []
    (1..MAX_SAVE_SLOT).each do |i|
      command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
    end
    @window_slotdetail = Window_NSS_SlotDetail.new
    @window_slotlist = Window_SlotList.new(160, command)
    @window_slotlist.y = @help_window.height
    @window_slotlist.height = Graphics.height - @help_window.height
    @help_window.opacity = NSS_WINDOW_OPACITY
    @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
    
  # Create Folder for Save file
  if SAVE_PATH != ''
    Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
  end
    if @saving
      @index = $game_temp.last_file_index
      @help_window.set_text(Vocab::SaveMessage)
    else
      @index = self.latest_file_index
      @help_window.set_text(Vocab::LoadMessage)
      (1..MAX_SAVE_SLOT).each do |i|
        @window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
      end
    end
    @window_slotlist.index = @index
    # Draw Information
    @last_slot_index = @window_slotlist.index
    @window_slotdetail.draw_data(@last_slot_index + 1)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    unless @bg.nil?
      @bg.bitmap.dispose
      @bg.dispose
    end
    @window_slotlist.dispose
    @window_slotdetail.dispose
    @help_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if !@confirm_window.nil?
      @confirm_window.update
      if Input.trigger?(Input::C)
        if @confirm_window.index == 0
          determine_savefile
          @confirm_window.dispose
          @confirm_window = nil
        else
          Sound.play_cancel
          @confirm_window.dispose
          @confirm_window = nil
        end
      elsif Input.trigger?(Input::B)
      Sound.play_cancel
      @confirm_window.dispose
      @confirm_window = nil
      end
    else
      update_menu_background
      @window_slotlist.update
      if @window_slotlist.index != @last_slot_index
        @last_slot_index = @window_slotlist.index
        @window_slotdetail.draw_data(@last_slot_index + 1)
      end
      @help_window.update
      update_savefile_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Update Save File Selection
  #--------------------------------------------------------------------------
  def update_savefile_selection
    if Input.trigger?(Input::C)
      if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
        Sound.play_decision
        text1 = SFC_Text_Confirm
        text2 = SFC_Text_Cancel
        @confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
        @confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
        @confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
      else
        determine_savefile
      end
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    end
  end
  #--------------------------------------------------------------------------
  # * Execute Save
  #--------------------------------------------------------------------------
  def do_save
    file = File.open(make_filename(@last_slot_index), "wb")
    write_save_data(file)
    file.close
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Execute Load
  #--------------------------------------------------------------------------
  def do_load
    file = File.open(make_filename(@last_slot_index), "rb")
    read_save_data(file)
    file.close
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    Graphics.fadeout(60)
    Graphics.wait(40)
    @last_bgm.play
    @last_bgs.play
  end
  #--------------------------------------------------------------------------
  # * Confirm Save File
  #--------------------------------------------------------------------------
  def determine_savefile
    if @saving
      Sound.play_save
      do_save
    else
      if @window_slotdetail.file_exist?(@last_slot_index + 1)
        Sound.play_load
        do_load
      else
        Sound.play_buzzer
        return
      end
    end
    $game_temp.last_file_index = @last_slot_index
  end
  #--------------------------------------------------------------------------
  # * Create Filename
  #     file_index : save file index (0-3)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
    return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
  end
  #--------------------------------------------------------------------------
  # * Select File With Newest Timestamp
  #--------------------------------------------------------------------------
  def latest_file_index
    latest_index = 0
    latest_time = Time.at(0)
    (1..MAX_SAVE_SLOT).each do |i|
      file_name = make_filename(i - 1)
      next if !@window_slotdetail.file_exist?(i)
      file_time = File.mtime(file_name)
      if file_time > latest_time
        latest_time = file_time
        latest_index = i - 1
      end
    end
    return latest_index
  end
end

class Window_SlotList < Window_Command
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    icon_index = 0
    self.contents.clear_rect(rect)
    if $scene.window_slotdetail.file_exist?(index + 1)
      icon_index = Wora_NSS::SAVED_SLOT_ICON
    else
      icon_index = Wora_NSS::EMPTY_SLOT_ICON
    end
    if !icon_index.nil?
      rect.x -= 4
      draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
      rect.x += 26
      rect.width -= 20
    end
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[index])
  end
  
  def cursor_down(wrap = false)
    if @index < @item_max - 1 or wrap
      @index = (@index + 1) % @item_max
    end
  end

  def cursor_up(wrap = false)
    if @index > 0 or wrap
      @index = (@index - 1 + @item_max) % @item_max
    end
  end
end

class Window_NSS_SlotDetail < Window_Base
  include Wora_NSS
  def initialize
    super(160, 56, 384, 360)
    @data = []
    @exist_list = []
    @bitmap_list = {}
    @map_name = []
  end
  
  def dispose
    dispose_tilemap
    super
  end

  def draw_data(slot_id)
    contents.clear # 352, 328
    dispose_tilemap
    load_save_data(slot_id) if @data[slot_id].nil?
    if @exist_list[slot_id]
      save_data = @data[slot_id]
      # DRAW SCREENSHOT~
      contents.fill_rect(0,30,352,160, MAP_BORDER)
      create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
    save_data['gamemap'].display_y)
      if DRAW_GOLD
        # DRAW GOLD
        gold_textsize = contents.text_size(save_data['gamepar'].gold).width
        goldt_textsize = contents.text_size(GOLD_TEXT).width
        contents.font.color = system_color
        contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
        contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
        contents.font.color = normal_color
        contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
      end
      if DRAW_PLAYTIME
        # DRAW PLAYTIME
        hour = save_data['total_sec'] / 60 / 60
        min = save_data['total_sec'] / 60 % 60
        sec = save_data['total_sec'] % 60
        time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
        pt_textsize = contents.text_size(PLAYTIME_TEXT).width
        ts_textsize = contents.text_size(time_string).width
        contents.font.color = system_color
        contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
        pt_textsize, WLH, PLAYTIME_TEXT)
        contents.font.color = normal_color
        contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
      end
      if DRAW_LOCATION
        # DRAW LOCATION
        lc_textsize = contents.text_size(LOCATION_TEXT).width
        mn_textsize = contents.text_size(save_data['map_name']).width
        contents.font.color = system_color
        contents.draw_text(0, 190, contents.width,
        WLH, LOCATION_TEXT)
        contents.font.color = normal_color
        contents.draw_text(lc_textsize, 190, contents.width, WLH,
        save_data['map_name'])
      end
        # DRAW FACE & Level & Name
        save_data['gamepar'].members.each_index do |i|
          actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
          face_x_base = (i*80) + (i*8)
          face_y_base = 216
          lvn_y_plus = 10
          lv_textsize = contents.text_size(actor.level).width
          lvt_textsize = contents.text_size(LV_TEXT).width
        if DRAW_FACE
          # Draw Face
          contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
          draw_face(actor.face_name, actor.face_index, face_x_base + 2,
          face_y_base + 2, 80)
        end
        if DRAW_LEVEL
          # Draw Level
          contents.font.color = system_color
          contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
          face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
          contents.font.color = normal_color
          contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
          face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
        end
        if DRAW_NAME
          # Draw Name
          contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
          WLH, actor.name, 1)
        end
      end
    else
      contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
    end
  end
  
  def load_save_data(slot_id)
    file_name = make_filename(slot_id)
    if file_exist?(slot_id) or FileTest.exist?(file_name)
      @exist_list[slot_id] = true
      @data[slot_id] = {}
      # Start load data
      file = File.open(file_name, "r")
      @data[slot_id]['time'] = file.mtime
      @data[slot_id]['char'] = Marshal.load(file)
      @data[slot_id]['frame'] = Marshal.load(file)
      @data[slot_id]['last_bgm'] = Marshal.load(file)
      @data[slot_id]['last_bgs'] = Marshal.load(file)
      @data[slot_id]['gamesys'] = Marshal.load(file)
      @data[slot_id]['gamemes'] = Marshal.load(file)
      @data[slot_id]['gameswi'] = Marshal.load(file)
      @data[slot_id]['gamevar'] = Marshal.load(file)
      @data[slot_id]['gameselfvar'] = Marshal.load(file)
      @data[slot_id]['gameactor'] = Marshal.load(file)
      @data[slot_id]['gamepar'] = Marshal.load(file)
      @data[slot_id]['gametro'] = Marshal.load(file)
      @data[slot_id]['gamemap'] = Marshal.load(file)
      @data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
      @data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
      file.close
    else
      @exist_list[slot_id] = false
      @data[slot_id] = -1
    end
  end

  def make_filename(file_index)
    return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
  end
  
  def file_exist?(slot_id)
    return @exist_list[slot_id] if !@exist_list[slot_id].nil?
    @exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))
    return @exist_list[slot_id]
  end

  def get_mapname(map_id)
    if @map_data.nil?
      @map_data = load_data("Data/MapInfos.rvdata")
    end
    if @map_name[map_id].nil?
      if MAP_NO_NAME_LIST.include?(map_id)
        @map_name[map_id] = MAP_NO_NAME_NAME
      else
        @map_name[map_id] = @map_data[map_id].name
        MAP_NAME_TEXT_SUB.each_index do |i|
          @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
        end
      end
    end
    return @map_name[map_id]
  end
  
  def create_tilemap(map_data, ox, oy)
    @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
    @viewport.z = self.z
    @tilemap = Tilemap.new(@viewport)
    @tilemap.bitmaps[0] = Cache.system("TileA1")
    @tilemap.bitmaps[1] = Cache.system("TileA2")
    @tilemap.bitmaps[2] = Cache.system("TileA3")
    @tilemap.bitmaps[3] = Cache.system("TileA4")
    @tilemap.bitmaps[4] = Cache.system("TileA5")
    @tilemap.bitmaps[5] = Cache.system("TileB")
    @tilemap.bitmaps[6] = Cache.system("TileC")
    @tilemap.bitmaps[7] = Cache.system("TileD")
    @tilemap.bitmaps[8] = Cache.system("TileE")
    @tilemap.map_data = map_data
    @tilemap.ox = ox / 8 + 99
    @tilemap.oy = oy / 8 + 90
  end
  
  def dispose_tilemap
    unless @tilemap.nil?
      @tilemap.dispose
      @tilemap = nil
    end
  end
end

class Scene_Title < Scene_Base
  def check_continue
    file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
    @continue_enabled = (Dir.glob(file_name).size > 0)
  end
end
#======================================================================
# END - NEO SAVE SYSTEM by Woratana
#======================================================================


I would prefer someone tell me what's wrong and I'll see if I can solve it on my own but if you could provide a solution then it would be very much appreciated. I rarely go online so it might take a while for me to reply but I would appreciate it if you could help me. I'm just a newbie so I don't know what skills I can offer you in return but if you need help in your games, feel free to ask me. Thank for those who will help me in the future.
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 29th August 2014 - 04:23 AM

RPGMakerVX.net is an Privacy Policy, Legal.