Autosave

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Todd, Jun 22, 2012.

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  1. Todd

    Todd Game Developer Member

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    I'm really busy right now. I'll try to look into it this week if not then the weekend. 
     
    #21
  2. KanaX

    KanaX Just being a mouse Veteran

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    Todd is it possible to make the script compatible this Khas's awesome light effects? Your script is exactly what I need. You should consider it since Khas's script is very popular and loads of people will have issues with yours.
     
    Last edited by a moderator: Nov 14, 2013
    #22
  3. Todd

    Todd Game Developer Member

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    Have you tried and received an error or are you just asking? I wasn't able to recreate the error that one guy reported. When I downloaded his project I almost got a virus. I ran it anyway and there wasn't an error. So if you haven't tried then give it a shot. If you do get an error or already have I won't be making a new version. I'm no longer scripting for RPG Maker. I don't even have it installed.
     
    #23
  4. KanaX

    KanaX Just being a mouse Veteran

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    Actually I got the exact same error. After some search to other autosave scripts, it turns out that the have issues with Khas's script too, without some sort of fix.
     
    #24
  5. KanaX

    KanaX Just being a mouse Veteran

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    Well since you don't script anymore I just want to ask you a question. Did you input YOUR script first or khas's? I ask because I'll try to delete and re-insert all of my scripts in hope to fix it.
     
    #25
  6. Todd

    Todd Game Developer Member

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    Sorry for the late response. I don't recall, this was a while back. Create a new test project and try both of them if you haven't already.
     
    #26
  7. BigJoshieC

    BigJoshieC Rip Van Winkle III Member

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    First of all, thank you this script! I'm using the Autosave + Yanfly Save script you posted earlier. It works great!

    A question about this script though - Whatever slot the autosave is put into is still labeled "File X" instead of "Autosave." or whatever you choose it to be named. I've tried the script by itself in a clean project and it still behaves this way. I caught this part in your script where you can change the autosave name:

    module ToddAutoSaveAce #Autosave file name. AUTOSAVEFILENAME = "Autosave"but I don't see this referenced anywhere else in the script. Could this be the issue? My scripting skill is pretty much non-existent so I apologize if I am way off.

    EDIT: Just noticed the bit about not scripting any more. Oh well.

    Dug through the Autosave + Yanfly Save script and got the naming issue sorted. Now the specified Autosave name will work. Here's the link: http://pastebin.com/94BUZ3BU
     
    Last edited by a moderator: Dec 21, 2013
    #27
  8. SpikerzZ

    SpikerzZ Villager Member

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    I have the Yanfly + this script thing, is there a way to move the autosave files to the last place instead of first place on the list of saves?
     
    #28
  9. SpikerzZ

    SpikerzZ Villager Member

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    I tried the

          #Variable ID that contains the number where the autosave file will be saved.
          VARIABLE = 1

    thing in the script to change it to 10 but nothing, I tried a few different numbers too
     
    #29
  10. SpikerzZ

    SpikerzZ Villager Member

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    #30
  11. Todd

    Todd Game Developer Member

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    Sorry but I'm no longer working with Ruby or RPG Maker. 
     
    #31
  12. SpikerzZ

    SpikerzZ Villager Member

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    Oh ok, thats fine :D Is there anyone who could?
     
    #32
  13. Shaz

    Shaz Veteran Veteran

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    SpikerzZ, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
     
    #33
  14. SpikerzZ

    SpikerzZ Villager Member

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    I didn't double post?

    Everything I said was differant, I don't understand why you think I double posted?
     
    #34
  15. DeadElf79

    DeadElf79 Villager Member

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    This script is incompatible with Khas's lights (error: Sprite, Bitmap and Font classes doesn't include "marshal_dump" method)

    Add this code to make it compatible:

    class Sprite def marshal_dump nil endend class Bitmap def marshal_dump nil endendclass Font def marshal_dump nil endendTodd, can you just copy and paste this into your code? And, please, if you can, copy&paste updated code into the first post <(^-^)>
     
    #35
  16. LynX

    LynX Veteran Veteran

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    Where I should put this code in the autosave script?, ok I put in difrent place. But now I can't load that save :) I'm just getting the error sound when Im trying to load.
     
    Last edited by a moderator: Dec 3, 2015
    #36
  17. J_C

    J_C Veteran Veteran

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    Hi!


    Do you have this script in a formatted format, because i only see one long line now, which is not working in this format?
     
    #37
  18. Kozatt

    Kozatt Warper Member

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    Just made some tiny adjustments to the script.

    Aliased the vanilla stuff to make whole script more compatible with whatever craziness one could have in one's game. And thought that I should share it with the people.

    The script is indeed simple, but thanks anyway. Saved me quite a bit of work for my game. Cheers.

    Code:
    #===============================================================================
    #
    # DT's Autosave
    # Author: DoctorTodd
    # Date (06/22/2012)
    # Version: (1.0.0) (VXA)
    # Level: (Simple)
    # Email: Todd@beacongames.com
    #
    #===============================================================================
    #
    # NOTES: 1)This script will only work with ace.
    #
    #===============================================================================
    #
    # Description: Saves the game when transferring the map, before battle,
    # and opening the menu (all optional).
    #
    # Credits: Me (DoctorTodd)
    #
    #===============================================================================
    #
    # Instructions
    # Paste above main.
    # Call using Autosave.call
    #
    #===============================================================================
    #
    # Free for any use as long as I'm credited.
    #
    #===============================================================================
    #
    # Editing begins 37 and ends on 50.
    #
    #===============================================================================
    module ToddAutoSaveAce
    
        #Max files (without autosave).
        MAXFILES = 16
    
        #Autosave file name.
        AUTOSAVEFILENAME = "Autosave"
    
        #Autosave before battle?
        AUTOSAVEBB =  true
    
        #Autosave when menu opened?
        AUTOSAVEM =  true
    
        #Autosave when changing map?
        AUTOSAVETM =  true
    end
    #==============================================================================
    # ** Autosave
    #------------------------------------------------------------------------------
    # This module contains the autosave method. This is allows you to use the
    # "Autosave.call" command.
    #==============================================================================
    
    module Autosave
      #--------------------------------------------------------------------------
      # * Call method
      #--------------------------------------------------------------------------
        def self.call
            DataManager.save_game_without_rescue(0)
        end
    end
    #==============================================================================
    # ** DataManager
    #------------------------------------------------------------------------------
    #  This module manages the database and game objects. Almost all of the
    # global variables used by the game are initialized by this module.
    #==============================================================================
    
    module DataManager
      #--------------------------------------------------------------------------
      # * Maximum Number of Save Files
      #--------------------------------------------------------------------------
        def self.savefile_max
            return ToddAutoSaveAce::MAXFILES + 1
        end
    end
    #==============================================================================
    # ** Scene_Map
    #------------------------------------------------------------------------------
    #  This class performs the map screen processing.
    #==============================================================================
    
    class Scene_Map < Scene_Base
        #--------------------------------------------------------------------------
        # * Preprocessing for Battle Screen Transition
        #--------------------------------------------------------------------------
        alias todd_pre_battle_scene pre_battle_scene
        def pre_battle_scene
            todd_pre_battle_scene
            Autosave.call if ToddAutoSaveAce::AUTOSAVEBB
        end
        #--------------------------------------------------------------------------
        # * Call Menu Screen
        #--------------------------------------------------------------------------
        alias todd_call_menu call_menu
        def call_menu
            todd_call_menu
            Autosave.call if ToddAutoSaveAce::AUTOSAVEM
        end
        #--------------------------------------------------------------------------
        # * Post Processing for Transferring Player
        #--------------------------------------------------------------------------
        alias todd_post_transfer post_transfer
        def post_transfer
            todd_post_transfer
            Autosave.call if ToddAutoSaveAce::AUTOSAVETM
        end
    end
     
    Last edited: Jun 6, 2018
    #38
  19. Galles

    Galles Warper Member

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    Hi, i put in difrent place but now I can't load that save, I'm just getting the error sound when Im trying to load, how can i fix it ?
     
    #39

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