casper667

csca
CSCA AutoSave Plus

22 posts in this topic

CSCA AutoSave Plus! v1.1

By: Casper Gaming (Casper667)

Last Update: August 20th, 2012

 

Introduction

This script introduces an autosave feature, where the game will automatically save if the player: transfers map, finishes a battle, gains gold/armor/item/weapons(event command only), all options are toggleable. Does not overwrite standard save files.

 

Features

-Saves the game automatically under a few conditions set by you

-Can load autosave file from title, scene end, or gameover

-Can change gameover music/image ingame with a variable

 

Updates

Version 1.1:

-Autosaving text now pop up on map after autosave.

- Autosave now possible after a set amount of steps.

 

How to Use

Place in your materials section. Further setup required, instructions included in script.

NOT compatible with CSCA Gameover Options(This script retains all functionality of that script though).

 

Script

Text file is found here(copy and paste everything into your script editor in the materials section): LINK

 

FAQ

None yet.

 

Credit

Casper Gaming

 

Terms

http://www.caspergaming.com/terms_of_use.html

Edited by casper667

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Excuse me, I want to ask you something, I've tried many times using your script but could not get it to load Autosave :( , But When I Walking ETC There Pop up Some Text "Autosaving. . . ." But When I Return At Title, The Menu Load Autosave always Can't process, In Another Words I Can't Load My Autosaves, Thanks And Sorry If I Bad In English  :P  And Thanks Caspers  B)

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This script is not compatible with Khas Light Effects. The issue you're having sounds like you're using that script.

Thanks Again For Solving My Problem  :D

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First, awesome script Casper. I love this!

 

Second,

@alvinofelix:

 

Not sure why it didn't work for you alongside Khas Awesome Lighting Effects. I've tried recreating this incompatibility crash in my game (which also uses Khas Awesome Lighting) and have had no issues saving and/or loading AutoSaves (be it via script calls or automatically). What specifically were you saving after that it couldn't load the AutoSave for?

 

The only "issue" I encountered was using my on-map encounters. If set to save after a battle, upon loading the save I am thrown back in to the battle, but right after the encounter sound effect, it throw me to a Game Over screen. Not an issue to me as I hadn't planned on using the AutoSave after a battle anyway.  :)

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So, I'm having the same problem as alvinofelix. I'm using Khas Light Effects with this script and the "Load Autosave" button is always grayed out. I already have all my lights in the game compatible with Khas light script so it's too late to change that, but I was wondering if there was any way you could fix the incompatibility with Khas Lighting in a new version. That would be really helpful to me and I'm sure a lot of people because Khas Light Effects is a commonly used script. Or, if you can't make another version, do you know what the reason for the incompatibility is so I might be able to see if I could fix it? I'm making a horror game and both this script and Khas Lighting are very important to it, so it would be great if I could get them to work together! ^_^

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The incompatibility seems to be a result of the engine being unable to save on the map scene while Khas' effects are part of the map.

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Hm. So hypothetically it would be possible to work if I made all light events wait 1 second then self switch to the light setting at the start of every map when it autosaves, and it would work? Unless there's a way to do that with the script, which would be more convenient.

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I never did much testing on it, but I'd assume that the lights are a part of the map to begin with, and just have their opacity changed or become apparent when the rest of the map is tinted to get the desired effect. Getting map transfers is probably the easiest option of this script to get working, as you'd likely just need to force the autosave code to run before the light effects code creates its effects on the map. However, for autosaving after step counts, item gains, or any other options would likely need a more complex patch since those happen at variable times during the map scene.

 

But, like I said I never did much testing on this issue so I may be off on a few things.

 

Alternatively, I haven't heard of much problem with other lighting effect scripts, and although more much basic, my own lighting effects script has no issues with Autosave Plus, so it may be worth looking into how these other scripts create their effects on the map in a way that allows saving and recreate those processes in Khas' script.

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So how would I force the autosave before the lights show up? I tried the script call before every transfer but it doesn't work. Probably because of the light effects on the map you're leaving. And if I do it after the transfer it also doesn't work because of the effects on the new map. I tried your lighting script too, but none of the effects showed up for some reason.

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I don't know how to do that D:

 

I'm not a coder.

 

Could you tell me what it is I would have to change?

I'm not exactly sure. You'd probably put the autosave code (DataManager.csca_autosave(:save)) in Khas' script in Game_Map#setup or wherever his effects are first created on the map.

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I put it under

class Game_Map
on Khas script but it came up with an error in the autosave script at startup saying "undefined method 'autosaving=' for nil:NilClass" on line 132.

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Can you possibly update it to be compatible this Khas's light effects? I mean, it's a very popular script and a lot of people will have incompatability issues.

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its also having the same problem with napoleons minimap 3/4 fo line 754. I believe the word "contents" is messing up the definition for the minimap script.

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