Search the Community
Showing results for tags 'save'.
Found 16 results
-
I just spotted a very serious and rare bug in rpg maker vx ace. Bring attention. - I start a new game - I go to a map X (An empty house for example), I create an object from a template (Spawn events). - I put the object on the ground. - I save the game - Without exiting the game, I go to the "title screen" - Start a new game in another slot - I go to the map of the house, and oh surprise, the object that I had created in the previous game is there. How is it possible that this object exists? If I created it in a different save file.. Does it have something to do with estriole's decor and build script that allows creating objects from another template map? If anyone can help me with this, I would appreciate it.
-
Here is my first post requesting for help, so... sorry for that and hi everyone. I would like to know if there exists or is possible an autosave script for RPG Maker VX (RGSS2). What a mean is, the possibility to save the game using triggers of any kind instead do manual saving (menu > save game). I'm not sure if this is possible, but i would like to find a way that the maker saves the game automacttly without in determinates moments. Thanks in adavance and Regards
-
- script
- rpgmakervx
-
(and 1 more)
Tagged with:
-
Hello! I was hoping to program a text line in my save files that indicates where the player is at when they save the game. I've created a global variable ($v_player_location) that is set as a string so I can change the labeled "location" on a whim without having to change the map names in the editor. The player interacts with an event, within that event I have $v_player_location set to whatever location name I want it to be, and then the game saves. The "player location" does indeed show on the save files, but the issue here is that the location for every save file is portrayed as the same string because it's reflecting what $v_player_location currently is, instead of what it was at the time of each individual save. I was able to make the save files show individual play times. def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "play time: " + header[:playtime_s], 2) end As you can see, it uses the symbol :playtime_s It's been a while since I added the play time, so I'm not sure what "header" is referring to, whether its something I created or a system already in place within the RPGMVXA engine. Don't mind me, I'm half asleep. I've found that "header" is referring to the "def self.make_save_header" line within DataManager. I tried to turn the location into a symbol, too, that would initiate upon a new game and set when the player saves. def draw_location(x, y, width, align) draw_text(x, y, width, line_height, "location: " + contents[:plocation], 4) end This did not work. It seems as though I need to figure out how to tell the program I want to access :plocation within contents, but that one line alone can't do it. I probably have to do some version of the line "header = DataManager.load_header(@file_index)" to access :plocation, from what I can tell. Would anyone happen to have any ideas as to how I can grab the contents of a variable for each individual save and display it on the save files? Edit: Here's another piece of the puzzle that shows how the individual play times where achievable. It was also located in DataManager. Interestingly, it's referenced using "DataManager.load_header(@file_index)" instead of "DataManager.load_header_without_rescue(@file_index)". #-------------------------------------------------------------------------- # * Load Save Header (No Exception Processing) #-------------------------------------------------------------------------- def self.load_header_without_rescue(index) File.open(make_filename(index), "rb") do |file| return Marshal.load(file) end return nil end I had a feeling this would dig into the Marshal load/dump/ect; I'm not entirely sure where to go from here, but I'll keep plugging anyway at it. Another Edit: I read up on a similar question someone had, and a person offered a solution to add the variable under header. I was originally trying to place the variable under "contents". Supposedly, this was what would make the variable work. class << DataManager def self.create_game_objects orig_CGO #This works, I'm just not showing the rest of the script here. #MY OBJECTS $v_player_location = "" #blank at the beginning of the game end alias_method(:new_make_save_header, :make_save_header) def make_save_header header = new_make_save_header header[:plocation] = $v_player_location header end end #END CLASS class Window_SaveFile < Window_Base def draw_location(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "location: " + header[:plocation], 4) end end #END CLASS It doesn't, I'm getting an error "can't convert nil into string". This error goes away when I replace header[:plocation] in def draw_location with a string. So that's the issue here. It thinks :plocation is nil, even though I've at least given it a blank string and have it's string changed before a save file is made. Update: This error also goes away when I omit "location " + and keep header[:plocation]. This works well enough for me, but for future sake, I'd like to know why I can include "playtime: " + alongside header[:playtime_s], but not "location " + alongside header[:plocation]. Solution 1: If you're happy with just the variable showing without another string on the same line, this template should work for you. Thank you for reading!
-
[LDS] Save Screen Version: 1.0 Creator ~Levi Stepp~ History Introduction This is just a basic Save Screen that draws a few things. Features Actor Faces Location Name Playtime 6 Party Member Save File Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. There is no config at the moment. Demo No demo is needed, Plug N' Play. Script Get it Here FAQ No Questions asked yet. If you have suggestions, let me know. I am still learning RGSS3, I don't know how to make custom configures for people yet.
-
Password System to transfer items and level to new game
captainhellfire posted a topic in Editor Support and Discussion
Ahoy guys! Hey I'm just wonderin has anyone thought of creating a password system that correlates to the players level and items that they can type into a sequel and start with everything they finished the last game with? I'm about to release a game in 2 parts and have heard that transfering saves to a new build can be bug central so I thought of this as a possible solution. So basically I'd like people to finish chapter 1, be supplied with a password and then when they start chapter 2 be asked to enter said password. Starting the next chapter with the level and every item they ended the last one. Guess a possible downside is we could be dealing with a bloomin long password here, but even if it was just key items and level thatd be great! Much obliged for any help, scripts or even peg-legged steps in the right direction with this! -
Okay, so to go into greater detail on what I mean, at some point in my game I provide the option to save and if the player doesn't save it won't progress the game, so it will offer the option to save over and over again until the player saves. Of course, I have no idea how to make the game check to see if the player saved after the option is provided (not if the player has saved in general).
-
I'm trying to design all of my game's menus using events and script calls rather than use any of the engine's default menu windows. Saving the game using script calls is easy (it seems), with script call: DataManager.save_game(x), but loading is proving more troublesome. A bit of an overview of what I'm aiming for: 1. The player selects 'load' from an in-game menu. 2. Six boxes representing save slots appear. 3. A separate script call conditional branch checks each slot. For each one that already contains a save file, a 'SAVE FILE' icon appears. For each one that's empty, an 'EMPTY SLOT' icon appears. 4. The player can then navigate a cursor around the six slots and choose one to load from. This movement is tracked with a variable (if the cursor is on slot 1, the variable will = 1, etc). 5. They highlight a filled slot (which contains a save file) and press the 'select' button on their keyboard. 6. Let's say they want to load the file in save slot #5. They highlight the 5th slot, press 'select'. The game then loads the 5th save game data file. In a nutshell: is there any way to use a script call in a conditional branch that checks if a save slot has a save file in it? i.e. something like this: ____________________________________________ Check SAVE SLOT 1: Conditional Branch: script call: "Does Save01.rvdata2 exist?" (this is the scripting element I need help with) THEN: show picture 'slot 1 full' ELSE: show picture 'slot 1 empty' Check SAVE SLOT 2: Conditional Branch: script call: "Does Save02.rvdata2 exist?" THEN: show picture 'slot 2 full' ELSE: show picture 'slot 2 empty' etc. ____________________________________________ Also, is there a way to use a script call in an event to load a specific save file? i.e. Slot 1 contains a save file (Save01.rvdata2 exists), player has highlighted and selected it: ____________________________________________ script call: "Load the saved game file in save slot 1" ____________________________________________ I'm happy to clarify anything here that doesn't make sense, or that I've worded poorly. Thanks in advance for your help folks.
- 11 replies
-
- conditional branch
- save
-
(and 3 more)
Tagged with:
-
Name: Save Items Version: 1.0 Author: Mr. Trivel Created: 2016-05-13 About the plugin: Maybe you wanted to have different groups of actors going through story, or maybe the party split up for the next encounter and moving on their own. And that requires the party to remove currently held items, so another party moves on with their story. In that case, this plugin does just that. Screenshot: Another party has it. How to use? Save items by using following plugin commands that suits items you have: SaveItems All SaveItems Items SaveItems Armors SaveItems Weapons SaveItems KeyItems Reclaim saved items by using the following plugin commands: ReclaimItems All ReclaimItems Items ReclaimItems Armors ReclaimItems Weapons ReclaimItems KeyItems Keep some items in your inventory before sending all of them away: KeepItems Items [iDs separated by space] KeepItems Armors [iDs separated by space] KeepItems Weapons [iDs spearated by space] Example: KeepItems Armor 1 2 3 6 7 Clear item to be saved list with the following commands: KeepItems Clear All KeepItems Clear Items KeepItems Clear Armors KeepItems Clear Weapons Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Author: Mr. Trivel Name: Global Save Data Version: 1.0 Created: 2016-03-31 What does it do? Allows player to set and change variables that affect all saves. Video: How to use? To set global variables, use the following Plugin Calls: GlobalVar Set [NAME] [VALUE] - Sets variable to [VALUE] GlobalVar Add [NAME] [VALUE] - Adds [VALUE] to variable GlobalVar Sub [NAME] [VALUE] - Subtracts [VALUE] from value [NAME] - Variable name, case sensitive [VALUE] - Value of variable a number or true/false Examples: GlobalVar Set Glasses true GlobalVar Set GameCompleted 1 GlobalVar Add GameCompleted 1 GlobalVar Sub GameCompleted 2 To check global variable in a conditional branch or somewhere else, use this code: DataManager.getGlobalVar(NAME) Example: DataManager.getGlobalVar(Glasses) Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Author: Mr. Trivel Name: Simple Save/Load Screen Created: 2016-03-14 Version: 1.0 What does it do? Shows faces instead of character sprites and adds 4 lines of things. Screenshots: How to use? Just change plugin parameters to your needs and that is it. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Hi guys, I'm having an issue with saving, more precisely the game doesn't allow me to save and instead it makes an annoying buzzerish sound. Everything runs fine in the editor and also if I compress the game data and try the stand alone .exe everything works. The real problem starts when I create a setup file, installing all the folders in a folder of my choice (I use Inno Setup to create the setup file). So I think that the problem is that the game script (data manager) can't find properly the right folder to save all the data. By the way I tried to check Data_Manager but I didn't find anything useful to my cause. So I need your help folks Thx a lot for every present and future answer! (All the setup thing works very well...everything but the saving D: )
-
â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Save Map Event Version: 1.4 By Estriole File name: EST_Save_Map_Event.js â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Earlier changelog inside spoiler... v1.4 2015.11.02 - new method to delete saved event so it will reload the map next time entering the map Plugin parameter format change. so it's okay to rename the .js files. â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This plugin can make us save the map events so it won't be reloaded from database when entering new map. it will use saved event instead â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - save map events - not reload event at map enter but use saved event - option to reset event page prior entering the map â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› dropbox Demo (All Build And Decor share the same demo) â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Saving map events to memory Plugin Command: save_cur_map or Script Call: $gameMap.save_cur_map() (also in case you want to use this from other plugin) IF you have event which change it's graphic (example Door) and you need to revert the changes back when doing transfer... add this COMMENT in the door event page <reinit_event> warning it won't reinit self switch!!!. this just change the page to state prior activating the page... if you use AUTO DOOR (in editor > right click > quick event creation > Door) i include some automatic detection. and you don't have to add any comment tags. the detection work like this: although it's "RARE"... is there a scenario that event like above is NOT an autodoor event? if yes... don't worry... you could add comment at the "RARE EVENT" page: <not_auto_door> and it won't reset the page. 2) Deleting map events from memory (it will reload map event from editor next time reenter map) self switch is left as it is though... so if any changes on self switch will be remain there. if you don't want this behavior use number 3) method below Plugin Command: delete_cur_map or Script Call: $gameMap.delete_cur_map() 3) RESETING map events to editor (all self switch also will be set to false) Plugin Command: reset_cur_map or Script Call: $gameMap.reset_cur_map() â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› none â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. this even compatible with Hudell - Custom Event â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Auto Save = true / false true => will automatically save the map event when entering the map false => will not automatically save the map event when entering the map (false mean you need to do it manually) ALSO... if the map have note <no_auto_save_event> this setting will NOT take effect. (in case you want some map to not auto saving event at entering the map) Credit and Thanks - Estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
-
Want to make it where you have to find a save point to save your game. Instead of saving from the Main Menu? Your in luck because I'll show you how step by step to make that possible! STEP 1: Open your RPG Maker VX Ace project that you wish to do this for. Go up to the Script editor and look for the following STEP 2: Simply delete that line to remove the save command from the main menu list Please note. This is done at your own risk, IF you mess this up (some how in some way) just give up on reading I cant be held responsible This is just ONE out of many ways to achieve the same result.
-
As I've seen some people arguing saving anywhere vs save points(or items, same below) and I'm interested in this topic, I want to share some(maybe just plain stupid) ideas about this. It seems that some people treat saving anywhere and save points as mutual exclusive while some treat them as complimentary, and I'm one of the latter. I don't think I'm good at arguing about this, but I think the view of the latter has some advantages over that of the former if the implementation is good enough- 1. Allows players to save anywhere while still reminding them the timing to save, removing "having to quit before reaching a save point" and "forgetting to save due to lack of reminders" drawbacks 2. Allows those disliking or unbearable to save point/saving anywhere only mechanism to use the other or both, making games more friendly to current and more possible audience in this aspect 3. (Similar to point 2)Allows more playing styles, such as saving every step(of course ridiculously exaggerated) and saving only when absolutely necessary(save points help reminding such timing) I think complimenting them can be more than simply including them both, though, maybe adding an achievement about this can improve such implementations. Roughly speaking, the achievement should be about showing a player using save points only, giving players a way to proof themselves about this. The achievement can be useful or useless non-consumable items(disappears whenever the achievement is void) or inside an explicit achievement system(maybe implemented by custom scripts) or others. Although I think implementing this achievement needs custom scripts, such scripts shouldn't be too hard nor costly to write for decent scripters(excluding me XD) and I think it's worth writing them Another idea is adding a hardcore mode disabling saving anywhere(it's still allowed in normal mode). Players have to select the mode at the start of the game and it can't be changed. It's similar to using achievements but achievements only indicates whether a player used saving anywhere feature while hardcore mode prevents them from using it from the very beginning. Of course there has to be ways to show which mode the players are selected, otherwise they can't(or at least much harder to) show the others which mode they've selected. Setting the save accessibility according to their selected modes can be done by eventing. To show which mode players have selected, use an item, event or custom script(e.g.: by changing the party menu) to display their choices. To sum up, I think implementing both saving anywhere and save points, combined with related achievements or "hardcore modes"(or other ideas) is at least a considerable choice.
-
Ok so I'm having an issue within my project that I'm currently working on. (Don't know if issue is normal or not) But for some reason when you try to load the save file there is nothing to state as to "who" your playing. I have it to where currently you can choose your sex and class along with the name of your charater. I was wanting to know if there is a way to get the save file to show your name, and your class in the save file. The picture below is what it looks like now... Now I'm also not all that great with coding so if I have to change it to get it to work properly please explain it like your talking to a 2yr old lol.
-
The tutorial for removing the save command from the menu list without using scripts is up. It can be found in the Tutorial section of the forums