RavenBlueIndigo 121 Posted November 17, 2013 I need a script that can store select variables so that they don't reset after dying. I need this because I am making a sequel to a game I made and released, and in the sequel, I am timing the cutscenes to voice acting and want to make it so that if you've seen the cutscene once, you have the option to skip it if you die soon after without saving, I want to do this by setting a variable at the end of each cutscene. Share this post Link to post Share on other sites
Nik0405 2 Posted November 17, 2013 I don't knew a script that will do this, but i think it's hard to make or not possible. But you cold make it without scripts. You could make, that if the player was killed after the cutscene the the screen will fade out and a picture of the game over screen will appear (only a picture not the real game over screen!!). Then you activate recover all and activate a switch (you can name it 'game over' or so) or change the number of the variable to 5. Then erease the game over picture and transfer the player back to the cutscene room and fadein the screen. Cutscene event: -Add an new event page and set under conditions switch 'gameover' is on or variable game over is 5 or higher -add at the start of the second event page an show choises with Yes or no. then past the events on the first event page under 'if yes'. And the 'transfer player' under yes and no.. I hope i could help you. Sry for my bad english Share this post Link to post Share on other sites
RavenBlueIndigo 121 Posted November 18, 2013 I'm pretty sure it's possible. A scripter friend of mine said it is entirely possible, but there are some tricky things to it. Share this post Link to post Share on other sites
TheoAllen 830 Posted November 18, 2013 Well, that's possible. Maybe, can you give a shot to these codes? # ------------------------------------------------ # Variable Store script # ------------------------------------------------ Stored_Variables_ID = [1,2,3,4,5] # Record your variable ID here # ------------------------------------------------ # Do not touch anything pass this line # ------------------------------------------------ class << DataManager alias theo_savedvar_create_obj create_game_objects def create_game_objects theo_savedvar_create_obj load_variables end def load_variables save_variables unless variable_file_exist? load_saved_variables puts $game_variables[1] end def save_variables hash = {} Stored_Variables_ID.each do |id| hash[id] = $game_variables[id] end File.open(variable_filename, "wb") do |file| Marshal.dump(hash, file) end end def load_saved_variables hash = load_data(variable_filename) hash.each do |id,value| $game_variables.theo_savedvar(id, value) end end def variable_file_exist? FileTest.exist?(variable_filename) end def variable_filename return "Data/Variables.rvdata2" end alias theo_savedvar_load_game load_game def load_game(index) begin theo_savedvar_load_game(index) load_saved_variables return true rescue return false end end end class Game_Variables alias :theo_savedvar :[]= def []=(variable_id, value) theo_savedvar(variable_id, value) if Stored_Variables_ID.include?(variable_id) && DataManager.variable_file_exist? DataManager.save_variables end end end Just a quick script. I'm not quite sure anyway 1 estriole reacted to this Share this post Link to post Share on other sites
RavenBlueIndigo 121 Posted November 18, 2013 It's working! Thank you, =w=d! I will credit you in the game credits. Share this post Link to post Share on other sites