Save File Output Control v.1.1
by Metatron

Introduction
This is a little script that allows you to change several settings related to your save files.  It's my first real script!

Features
- Change the filename of your save files.
- Change the maximum number of save files available to your player.
- Gives you the ability to have more save files in Test Mode.
- Removes redundant numbers if you only allow for one save file.
- Allows easy edits to the save prompts.

Screenshots
[spoiler]


[/spoiler]

How to Use
Just paste it in the Materials section above main and edit the module to your liking.  Be warned that if you set SaveNum or TestNum too high, it will take a long time to create the save file window and may possibly crash your RGSS player.  Also be warned that if you only have one file available to your player but more available in test mode, a save from test mode will not be read when $TEST is not on and vice-versa.  I will fix this shortly.

Demo
Not nessecary.

Script
[spoiler]
[code]

#===============================================================================
# RGSS3: Save File Output Control v.1.1
#===============================================================================
# by Cryranos
#===============================================================================
# Instructions:  Paste In the Materials section.  Edit Module as desired.
#===============================================================================
# Compatability:  Completely rewrites DataManager#self.save_file_exists?,
# self.savefile_max, self.make_filename(index), dself.load_game(index), and
# Window_SaveFile#refresh. Aliases Scene_File < Scene_MenuBase#visible_max.
#===============================================================================

module CrySave
  SaveNum = 16        # Absolute maximum number of save files. Default: 16
  SaveNom = "Save"    # First part of savefile name. Default: "Save"
  SaveExt = ".rvdata2"# Extension of the savefile name. Default: ".rvdata2"
  SaveVis = 4         # Number of savefiles visible on one screen. Default: 4
  TestNum = 99        # Maximum number of save files available in test mode.
  # If this number is too high, it will take a long time to load Window_SaveFile.
end

module Vocab
  SaveMessage     = "Save to which file?"
  LoadMessage     = "Load from which file?"
  File            = "Save"
end

class Save_File_Control_Output_Control
  def DataManager.save_file_exists?
    if CrySave::SaveNum == 1
      !Dir.glob(CrySave::SaveNom + CrySave::SaveExt).empty?
    elsif $TEST
      !Dir.glob(CrySave::SaveNom + '*' + CrySave::SaveExt).empty?
    else
      !Dir.glob(CrySave::SaveNom + '*' + CrySave::SaveExt).empty?
    end
  end

  def DataManager.savefile_max
    if $TEST
      return CrySave::TestNum
    else
      return CrySave::SaveNum
    end
  end

  def DataManager.make_filename(index)
    if CrySave::SaveNum == 1
      sprintf(CrySave::SaveNom + CrySave::SaveExt, index + 1)
    elsif $TEST
      sprintf(CrySave::SaveNom + "%02d" + CrySave::SaveExt, index + 1)      
    else
      sprintf(CrySave::SaveNom + "%02d" + CrySave::SaveExt, index + 1)
    end
  end

  def DataManager.load_game(index)
    load_game_without_rescue(index) rescue false
  end
end

class Window_SaveFile
  def refresh
    contents.clear
    change_color(normal_color)
    if $TEST
      name = Vocab::File + " #{@file_index + 1}"
    elsif CrySave::SaveNum == 1
      name = Vocab::File
    else
      name = Vocab::File + " #{@file_index + 1}"
    end
    draw_text(4, 0, 200, line_height, name)
    @name_width = text_size(name).width
    draw_party_characters(152, 58)
    draw_playtime(0, contents.height - line_height, contents.width - 4, 2)
  end
end

class Scene_File < Scene_MenuBase
  alias visible_max_new visible_max
  def visible_max
    visible_max_new
    return CrySave::SaveVis
  end
end
[/code]
[/spoiler]

FAQ
None so far.

Credit and Thanks
- Cryranos/Metatron, author
- CaptainJet and Fomar0153