I need Help for RMVX Ace, please.

YamiiJudaii

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Hello, sorry my english is not good. I need help because
I would like to find a solution to update the script.
without going through "new game" each time. I add new content to the script as the game progresses but when
loading the save the addition of the script is not taken into account.
I thank those who will take the time to help me with this problem.
 

Andar

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basically almost impossible.

theoretically it could be done by writing specific loading code that checks for the missing part and manually adds them into the save, but it can't be automated. Each such loading code would have to be custom fit to the missing addition of the code, and that is much more complex - so most scripters don't care and simply require you to start a new game when a script adds data into the savefiles.

Which is why we usually suggest to get the scripts finished before developing the rest of the game...
 

YamiiJudaii

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basically almost impossible.

theoretically it could be done by writing specific loading code that checks for the missing part and manually adds them into the save, but it can't be automated. Each such loading code would have to be custom fit to the missing addition of the code, and that is much more complex - so most scripters don't care and simply require you to start a new game when a script adds data into the savefiles.

Which is why we usually suggest to get the scripts finished before developing the rest of the game...
Thank you for your answer. I would have preferred to adjust my script as the project progresses, but that's okay. Thank you very much.
 

Andar

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If it is just your own script, then this is theoretically possible. Just a lot more work.

basically you need to create a savefile version number. That number is stored with each savefile and checked directly after loading.
Then every time you add data to the engine and the save process, you'll have to do the following:
1) increase the version number for next saves
2) create a modify function that adds the new data to any older save
3) apply that function to the load sequence conditioned on the version number.

at the end the load needs to work like this:
- loading old save
- checking save version
- calling all functions that add the missing data between the save version and the current version.

so if you're loading save v5 into a game v9 you'll have to call modifyv6, modifyv7, modifyv8 and modifyv9 on the old save to make it compatible with the current game version.

creating those modify functions is impossible if you don't know the script that added to the savefile - which is why this can't be done by someone whithout the knowledge of what the script does.
calling the modify functions even if they were written by the original scripter would require programming knowledge to add them into the load function.

that is why this is impossible to do by most developers.
doing this only for your own self-written scripts is possible, but you'll have to write those modify functions based on what you changed in newgame, and that is a step above simply adding things there.
 

zeroscares

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for playtesting and not having to rely on new game everytime
you could probably get away with the save file doctor script

 

YamiiJudaii

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If it is just your own script, then this is theoretically possible. Just a lot more work.

basically you need to create a savefile version number. That number is stored with each savefile and checked directly after loading.
Then every time you add data to the engine and the save process, you'll have to do the following:
1) increase the version number for next saves
2) create a modify function that adds the new data to any older save
3) apply that function to the load sequence conditioned on the version number.

at the end the load needs to work like this:
- loading old save
- checking save version
- calling all functions that add the missing data between the save version and the current version.

so if you're loading save v5 into a game v9 you'll have to call modifyv6, modifyv7, modifyv8 and modifyv9 on the old save to make it compatible with the current game version.

creating those modify functions is impossible if you don't know the script that added to the savefile - which is why this can't be done by someone whithout the knowledge of what the script does.
calling the modify functions even if they were written by the original scripter would require programming knowledge to add them into the load function.

that is why this is impossible to do by most developers.
doing this only for your own self-written scripts is possible, but you'll have to write those modify functions based on what you changed in newgame, and that is a step above simply adding things there.
I see, too complicated for me but thank.
 

YamiiJudaii

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for playtesting and not having to rely on new game everytime
you could probably get away with the save file doctor script

Thank.
 

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