ArkDG

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Well, you have to type "Y" in lower case. Javascript is case senstitive.

Other thing... If the variable that you configurated for the line is null or undefined, or is equal to 0, it will not appear.

I explained everything in the help section of the plugin. Did you read it?

About the lvl: you can just set the x or y position of lvl infomation out of the screen. Don't forget to set it to be free positioned, and not party members based postion.

If you have doubts, just read the help section and everything will be fine.


Example of way to type the information:

[y, Days, 345]

y activate, Days is the name, 345 the var ID. More Vars to show?

[y, Days, 345, Other, ID, Other, ID]
 
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Roguedeus

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I just got back to play testing the build, with the latest version of this plugin... Unfortunately, I found that saves were completely broken. (It wouldn't save, just beep)

It seems that the latest update to Bobstah's Sockets Plugin v1.2 is clashing with this plugin... (Disabling it allows saved games again)

I'm letting Bobstah know as well.

edit: It may be a conflict with Bob's plugin and all saves. Not just this plugin.

edit: Trouble was resolved with Sockets v1.2.1
 
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ArkDG

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I was testing, so I noticed that he released the 1.2.1 version. It worked properly here. I think. hehe

So, I think this problem is fixed. But let me know if you find other issues. ^^
 

Roguedeus

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It is resolved. ;)
 

Yuudai

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Hey ArkDG!

is there any way to remove the save files number at the end? I am using cmdinp and I want to name my save files like "Chapter 1,2,3,4" etc

ImhvY5L.jpg
But it looks confusing if they look like in the picture, can you help ArkDG?
 
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ArkDG

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Install these two. The snippet have to be below the core script I made for you.

For the core, you just have to paste this file over the old file. And for the snippet, just put it below the core and everything is fine. If you want to show the ID number you just have to disable the snippet.

yuudai.rar
 

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Vegnarus

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Hello Ark! Is there a way to have each actor's level drawn below their sprites or face images? I'd do it myself along with some other minor fixes I've already done but JavaScript is kinda messy for me so I figured I'd ask before trying again! 

You'd have to take into account the sprites' and face images' respective dimensions of course to space them out appropriately and center them. (48 for regular sprites, 64 for SV and 144 for the faces). 
 

Yuudai

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Install these two. The snippet have to be below the core script I made for you.

For the core, you just have to paste this file over the old file. And for the snippet, just put it below the core and everything is fine. If you want to show the ID number you just have to disable the snippet.
working as intended, thank you very much ArkDG!

I'm wondering are you working on any other plugins right now?
 

Rito

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I noticed a small bug when clicking Spam when you load a file.

After launching the confirmation to load the file may again resume loading. And an error is obtained. It sometimes happens that the file is found unreadable.

 

I made a short video to explain the problems, I use the latest version.

It's really simple to reproduce the bug.

 
 

jeancad

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Now this is a wonderful plugin! You said it’s the first you made, then you’re good… and this plugin is useful. I will use it and you’ll be among the first I’ll mention in the “thank you for your help” of game mentions.
 

Klace

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I was wondering if you could help me out.


I put this into my game but it makes all previous saves invalid.


I can't even load the save menu unless I delete all previous sava data.


Does this script NEED to be used fresh?


Or is there anyway to have it compatible if I apply it in an update to my product?


I'm asking because I'm releasing an episodic game and if I add in this script it'll mean EVERYBODY has to start over again.


Thanks!


Klace
 

AureBlack

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I can't save? I set the save switches to 3 & 4 and activated them. Yet all the save slots are greyed out...


I have no idea why I can't save, help?
 

ArkDG

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I was wondering if you could help me out.


I put this into my game but it makes all previous saves invalid.


I can't even load the save menu unless I delete all previous sava data.


Does this script NEED to be used fresh?


Or is there anyway to have it compatible if I apply it in an update to my product?


I'm asking because I'm releasing an episodic game and if I add in this script it'll mean EVERYBODY has to start over again.


Thanks!


Klace

Hello Klace. Well, yes... This script use a lot of new information on the save files that need to be stored in them, or the script do not work properlly. So you will need to start a entirelly new game to work with it.  


Anyway, for this project that you are doing, then, I think there is no sense in changing the save system on the midle of the episodes if it is episodic. When you do a game that way, you have to know that what you made with the principal systems on the first episode will dictate the bases for the entire project. It's game design basics.

 

I can't save? I set the save switches to 3 & 4 and activated them. Yet all the save slots are greyed out...


I have no idea why I can't save, help?

Well, I replied your PM. I hope we can solve your problem.
 

HintonR

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Hi Ark. 

I've been playing around with your script - I noticed the Location parameters 'sorta' conflict with VE's Control Text - due to the local icon correction, since it also accounts for the escape commands I put in. I got away with it by removing the ark_location_name and modifying the - 69 to a larger number. 

But... I was also trying to tweak the save naming system so that it could accomidate Himes' Save Title System. Since I just want the File name to be based on what 'Chapter' the player has already completed. 

ArkDG.png


I'm trying to figure out what to change here.

To accommodate his script.
 

var Imported = Imported || {} ;
var TH = TH || {};
Imported.TH_saveTitle = 1;
TH.saveTitle = TH.saveTitle || {};


(function ($) {


  var TH_GameSystem_initialize = Game_System.prototype.initialize;
  Game_System.prototype.initialize = function() {
    TH_GameSystem_initialize.call(this);
    this._saveTitle = "";
    this._isFormulaSaveTitle = false;
  };


  Game_System.prototype.setSaveTitle = function(title, isFormula) { 
    if (isFormula === undefined) {
      isFormula = false;
    }
    this._saveTitle = title
    this._isFormulaSaveTitle = isFormula;
  };


  Game_System.prototype.saveTitle = function() {
    if (this._isFormulaSaveTitle) {
      return eval(this._saveTitle);
    }
    else {
      return this._saveTitle;
    }    
  };


  TH.setSaveTitle = function(title) {
    $gameSystem.setSaveTitle(title);
  };
  
  var TH_DataManager_makeSavefileInfo = DataManager.makeSavefileInfo;
  DataManager.makeSavefileInfo = function() {
    var info = TH_DataManager_makeSavefileInfo.call(this);
    info.title = $gameSystem.saveTitle();
    return info
  };


})(TH.saveTitle);



Would you have any tips?
 

Lil Jbm

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Hello, I'm trying to have the name of my save files stored in a variable as a string, that way I can implement chapters into my game. I've gotten it to work as far as this

Save.png



But as you can see the "1" for the file name is still there, and I would like to, if possible, remove that 1 when you save. Could you help tell me how to do that?


Edit: Never mind I saw where you helped Yuudai and your fix worked for me too, sorry but I missed that post before! Everything is working fine now though, awesome plugin by the way I appreciate you making something like this!
 
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Ste

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The Ark Save Engine plugin is no longer online.
Can someone re-upload it?


Thanks :)
 

jordanblake

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thanks for the plugin sir,but the link is down,can you fix please
 

firestalker

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Still down...  Does anyone have a copy of this plugins most recent version?
 

Kane Hart

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Sadly it is dead the user had since been back since the report of the dead links then vanished.


@Archeia what do you guys do on posts like this? I never knew if they should be reported or moved or what. 
 

Andar

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@Kane Hart: If the topic is about a specific problem, then it should be closed after the problem is solved and if not, posting there is usually necroposting.


If the topic is about presenting a script, a tutorial, a resource or something like that, it will never be closed and it is never necroposting, because others can use (or support) that script even years after it has been written. In some case other people continued supports of scripts even after the original scripter left the community.
 

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