Has the player Saved their progress?

AtomosomotA

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Question: What is the simplest way to make the game check if the player has saved their game or not?

Answer[SIZE=18.399999618530273px]:[/SIZE][SIZE=18.399999618530273px] [/SIZE][SIZE=18.399999618530273px]UPLOADED FINISHED EVENT ([/SIZE][SIZE=18.399999618530273px]!![/SIZE][SIZE=18.399999618530273px]SOLVED[/SIZE][SIZE=18.399999618530273px]!![/SIZE][SIZE=18.399999618530273px])[/SIZE]

Original Post:

I have made a conditional branch myself, in which I compare one variable against another to see if the save count has changed or not but, some how, if I set it up to ask if they're sure they dont want to save, and then, after saying no, they decide to go ahead and save, sometimes, it takes the event into a loop where it keeps asking if they are sure they dont want to save... I have looked it over many times, I'm guessing it has something to do with the 2 variables I'm using to check against each other, both being set to game data "Save Count". The odd thing is that it initially works correctly, but then, as I said, if you say no to saving and then decide to go ahead and save, upon confirmation ("Are you sure you want to continue without saving your progress?"), somehow it breaks itself... lol

Hopefully, I havent confused you all, too badly :p
 

Proper Event.png
 
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Andar

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The save count is the easiest way - and if the event can enter a loop, then most probably you made one check at the wrong position.


Give us a screenshot of the event and we'll see if it can be solved.
 

AtomosomotA

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Going to sound like an idiot, but whats the optimal way to copy the event window? Just simply printing the screen or....?
 
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Shaz

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Alt+PrtScn will take a screenshot of just the active window. This is preferable, because screenshotting your whole desktop results in an event window that's just a little bit too small to easily read everything.
 

Wavelength

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I haven't played around with the Game Saves variable ever before, but assuming that it only increases when you actually save your game (as opposed to just visiting the save screen), your event looks correct to me at first blush.

Can you describe in more detail what's going wrong, besides "somehow it breaks itself"?  From the front end, what is happening that you don't think should be happening?  (Or what is not happening that you think should happen?)

Also, it might help if you show us the "Revive Game Save" event that gets called sometimes.
 

Zoltor

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Just to make sure there's no engine bug, I tested this out(as I never used the game count variable in Ace before).

I also made a show text display what count the save count was, rather or not I had enough to trigger the condition branch.

I then made a condition branch, if save count variable is = 2(I also tried = or greater to as well, same deal), open save menu.

Also to people reading, save count only increases if you "actually" save.

After I saved twice, I triggered the condition branch to open the save, then I backed out. There were no problems at all, no looping.

Do you by any chance have said event set to autorun or Parallel proc, because that's the only thing I can see that would cause a loop? If so, you need turn the event off with a switch/erase event(erase event if you want the event to happen every time you reenter the map)
 
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AtomosomotA

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I haven't played around with the Game Saves variable ever before, but assuming that it only increases when you actually save your game (as opposed to just visiting the save screen), your event looks correct to me at first blush.

Can you describe in more detail what's going wrong, besides "somehow it breaks itself"?  From the front end, what is happening that you don't think should be happening?  (Or what is not happening that you think should happen?)

Also, it might help if you show us the "Revive Game Save" event that gets called sometimes.
I mean It obviously looks good to me too... thats why I'm stumped...  :unsure:

Basically, (as I attempted to describe), in my first post.. If I save, the event works just fine. If I say no, it then asks "Continue without saving your progress?".. if I then choose "No, I wish to save", and then save, it asks again... "Continue without saving your progress?".... in which I have to choose "Yes, thats right!" to end the event.

To further explain, the problem is not that it's not saving... the problem occurs when not saving initially and then saving after being asked "Continue without saving your progress?". The way I set it up, I had expected it to exit the event after a proper save; it should work the same either way, choosing to save initially, or saving after it asks...

Also, the "Revive Game Save" event, is only an event that saves the players X, Y Coordinates and Map ID, for use when the party is defeated, instead of getting a Game Over.. In other words, after a proper save, the it updates the location in which your party is revived... It has absolutely nothing to do with my issue, that is for sure.

Just to make sure there's no engine bug, I tested this out(as I never used the game count variable in Ace before).

I also made a show text display what count the save count was, rather or not I had enough to trigger the condition branch.

I then made a condition branch, if save count variable is = 2(I also tried = or greater to as well, same deal), open save menu.

Also to people reading, save count only increases if you "actually" save.

After I saved twice, I triggered the condition branch to open the save, then I backed out. There were no problems at all, no looping.

Do you by any chance have said event set to autorun or Parallel proc, because that's the only thing I can see that would cause a loop? If so, you need turn the event off with a switch/erase event(erase event if you want the event to happen every time you reenter the map)
The event starts at the press of a button and calls the common event I have posted here, nothing more.
 
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Wavelength

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Try placing all the event code in a regular Map Event with trigger Action Button, rather than calling a Common Event, and see if the same things happens.

If it does still happen, you might want to try Loops and Break Loops rather than the Label structure you're using right now, and see if that helps.
 

cabfe

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If it's a parallel process, the Exit processing won't prevent it from running again.

Try with a Erase event instead for it to be a one-shot prompt (if that's what you want actually).
 

AtomosomotA

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Try placing all the event code in a regular Map Event with trigger Action Button, rather than calling a Common Event, and see if the same things happens.

If it does still happen, you might want to try Loops and Break Loops rather than the Label structure you're using right now, and see if that helps.
I replaced the label structure with a loop / break structure and I'm happy to say, that as far as I can tell, it is now working correctly!!

If it's a parallel process, the Exit processing won't prevent it from running again.

Try with a Erase event instead for it to be a one-shot prompt (if that's what you want actually).
It is a button press event, (non-parallel). I appreciate your help, but it now seems to be working properly.

I thank everyone who contributed to helping me with this!! Thank you!

UPDATE: UPDATED MAIN POST WITH A PNG IMAGE OF THE PROPER WAY OF DOING THIS FOR FUTURE REFERENCE!!

BREAK-LOOP :p  : THIS CAN NOW BE CLOSED!
 
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Wavelength

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Awesome, I'm very glad this worked for you!

I still don't know why the original Jump to Label structure didn't work, but in general, I hate that Event Command.  The few times I've used it, it often causes behavior that I didn't expect.  So I use Loops/Breaks and other Event Commands whenever possible.
 

Seriel

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Going to sound like an idiot, but whats the optimal way to copy the event window? Just simply printing the screen or....?
I use the snipping tool because its easy.
 

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