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Artheoss

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About Artheoss

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  1. No problem ^^ Ok, it works fine ! I've just reajusted it for my main project, looks good too ! Thank you Shiggy ! How can I thank you ?
  2. Thank you Shiggy. I've tried your script into my main project. I've had an error message. Maybe it was a problem with another script (Probably Khas Awesome lights effects, I've had some issues with it and the autosave script). So, I've tried on a new project, the same error appear :
  3. *dabs*

    1. Artheoss

      Artheoss

      Thanks ^^ I've just saw Shiggy's post, I'll try it after work time ;)

    2. Lord Vectra

      Lord Vectra

      *Takes Artheoss' arms and makes him dab*

  4. Wait a minute... Tu es français Shiggy ? On pourrait se comprendre plus facilement si on parlait en français ^^
  5. Here is the script used to skip the title screen : https://pastebin.com/in88k68F I'm also using Khas Awesome Light Effects, I had some issues with it for the save method. He gave's me a fix. You can see it from here :
  6. Yes, actually, when autosave is called, a file is created and appears into the list. There's only these file for now. Wich script do you need ? The "skip title screen" into the script editor ? Or the event loaded at game start ?
  7. Thanks for your answer shiggy. Hmm, not really, I need the script creates 2 savefiles when autosave is called. The first one will appear in the list. The second one will not appear. This one will be loaded at every launch of the game. You see ?
  8. Hello everybody. I'm using Todd Autosave Script with Yanfly Save Engine. For a feature, I need to create a rescue save wich doesn't appear in the current save list of the game. For exemple : Player meets a NPC -> "Hey, don't mess with me, or I'll delete all your save files !" -> Choice : "Ok man." / "I do what I want !" if "I do what I want !" -> Delete all save files EXCEPT the rescue one ! NPC : "Haha ! I warned you ! Now you need to find a way to take back your saves ! Maybe if you have a look into the game folder..." It's a bit more tricky, but here is the idea. So, currently, the autosave script save the game when player is being teleported in another map. These file is : Save01.rvdata2. Is it possible to make 2 saves files in the same time while the teleportation ?? Here is the script from my current project : https://pastebin.com/p20jwNDi I've tried to edit the script by myself, without results. I think the modifications should be appropriate to the line 797... I'm not sure... Can someone try to help me ? Thanks =) Sorry, I almost forgot some things... My question above can sound weird because, I've just to put "DataManager.Save_game(x)" to create my rescue save file. But, as I said, It's a little more tricky. In fact, when the game starts, there is a script playing before the title scene. In these script, an introduction is played before to turn back to title screen. It's also have a condition to check 2 switches. These switchs refers to a in-game menu options which allow the player to choose 2 things : "Auto skip the introduction" and "Load directly the autosave". For that, the script needs to load the autosave to check if the switches are on or off. That's why I need to perform 2 autosaves. One in the save list. And the other, out of the savelist. The one which outside of the list will be loaded at game start, to prevent the case where the player wants to delete manually the save files for no reason... These file will be hidden by default. I don't know if you understand what I mean ^^' Plus, english is not my native language, it doesn't help me ^^ Thanks for the help !
  9. Thanks for your answer roninator. Indeed, in a new project it works, but with my current project it's not... That's because I have a lot of other scripts in it. But your answer gave me an idea, and thanks to that I could find a way ! I'm also using Khas Awesome Lights Effects. I've had some issues by the past with it, but he gaves me a fix. You can see it from here : So, here is the solution for who using Khas ALE with Yanfly save engine + Todd autosave to save manually : 1- Install the fix 2- Write this : (Replace "16" by your game file) It's also the same thing for load game command. And it works ! Problem solved !
  10. Hi everybody ! It can sounds weird, but I need to save the game with an call script. For this, I usually use "DataManager.save_game(x)", but I've got an autosave script which overwrite the method, also, these call script doesn't work anymore... I'm using Yanfly save engine + Todd autosave, edited by Todd. You can see it from here : So, I wonder if someone can check this and tell to me if it's still possible to save a game with a call script. Thanks a lot !
  11. Artheoss

    Load save file with event call

    *Sigh* Finally, it was more simply that I thought... DataManager.load_game_without_rescue(0) Sound.play_load SceneManager.goto(Scene_Map) $game_system.on_after_load Problem solved.
  12. Hello erverybody, you are awesome, and I need your help (again) ^^' Here is the point, I wanted to make something like Zelda's games, so, there is no "classic battles", I've just define a "Health variable", and everytime the character was hit, the variable is decreased by 1 point. When variable reach 0, there's no game over screen, I just play game over music with a bitmap image and a choicelist : - Reload last checkpoint - Load a save file - Exit game I'm using Todd Autosave script, that makes me able to define the checkpoints. The save file 1 is used to be the checkpoints. So, here is the choicelist with their script calls : - Reload last checkpoint DataManager.load_game(0) Sound.play_load SceneManager.scene.fadeout_all $game_system.on_after_load - Load a save file SceneManager.call(Scene_Load) - Exit game SceneManager.exit Okay, now, when I'm using these script call, the save file is load perfectly, but there's no graphics. I need to press "esc" to open menu, and press it again to refresh the screen. So, I looked a while, and I've added this one to the call script ; DataManager.load_database After this, the screen looks complete, my character is able to move and interact with other events... But, the bitmap images are not visible. So, if my character die again, there's no bitmap image, just the same choicelist as before... Something is missing in this custom event call, and I can't find what... Can you help me for that ? (English is not my native language, sorry for eventuals mistakes...)
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