POR_SaveCore

WatermelonPL

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A print screen from the console (f8) would be more helpful. Because the only thing that pops out on my mind is that you have an old version of MV, which doesn't support encryption yet. What version of MV do you use btw.?
1.0.1

And console is empty
 
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Poryg

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Why would you use 1.0.1? Is it pirated or something?
And yes, my plugin is incompatible with that low version of rmmv. In fact many plugins out there are, not just this mine one.
 

WatermelonPL

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Why would you use 1.0.1? Is it pirated or something?
And yes, my plugin is incompatible with that low version of rmmv. In fact many plugins out there are, not just this mine one.
About box: 1.0.1
Rpg_x.js: 1.2.0 header
 

Poryg

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Decrypter is supported from v 1.3.0 onwards. I have made a file, saveCore_NoDec that will serve as an external patch for versions without decrypter. If you intend to use mv 1.2.0, please download this patch file. I'm not sure if that makes the plugin work though, because there's been quite a number of changes and upgrades.
 

Kes

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@WatermelonPL Have you tried updating the engine? You can get the latest one here. Be sure to follow the instructions carefully, including making a back-up of your project before doing anything.
 

ex0rschism

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Hi there, I really love this plugin!
Everything works great, although I cannot save.
If I disable the plugin and save, then enable it I am able to load the save,
but I cannot create one in the plugin or else I get this TypeError:
Cannot read property 'activate' of undefined

When I press f8 this the info:
TypeError: Cannot read property 'activate' of undefined
at Scene_Save.Scene_File.activateNewgameWindow (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/plugins/POR_SaveCore.js:2451:24)
at Scene_Save.Scene_File.onSavefileOk (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/plugins/POR_SaveCore.js:2464:93)
at Window_SavefileList.Window_Selectable.callHandler (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:902:31)
at Window_SavefileList.Window_Selectable.callOkHandler (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:1171:10)
at Window_SavefileList.Window_Selectable.processOk (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:1156:14)
at Window_SavefileList.onTouch (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/plugins/POR_SaveCore.js:2737:22)
at Window_SavefileList.Window_Selectable.processTouch (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:1054:18)
at Window_SavefileList.Window_Selectable.update (file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_windows.js:986:10)
at file:///J:/Files/My%20Work/Game%20Work/Projects/RPGMaker/Project01/js/rpg_core.js:7031:19
at Array.forEach (native)

If you could help me figure out the cause I would really appreciate it!
 

Poryg

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@RunePotion I can confirm it works on my end with no issues.
Please upload the screenshot of your plugin list and possibly your game's engine version (you can find it in rpg_core.js inside game's js folder).
 

ex0rschism

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@Poryg
Oh weird :/
The error still occurs with all other plugins disabled, my version is v1.5.2
 

Poryg

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Nothing is weird in computer technology and each error has its reasons. That's why the list of plugins provides us with much more info than if you tell us "It happens even with all other plugins disabled" as many plugins aren't even supposed to have anything to do with it.

For example, since you have spaces in your filepaths, someday you can experience weird crashes due to files not loading correctly as javascript does not like spaces. This is an issue that might be possible, although I seriously doubt it.

Anyway, if the issue occurs even with all plugins turned off, can you replicate it on a completely fresh project?
 

ex0rschism

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Nothing is weird in computer technology and each error has its reasons. That's why the list of plugins provides us with much more info than if you tell us "It happens even with all other plugins disabled" as many plugins aren't even supposed to have anything to do with it.

For example, since you have spaces in your filepaths, someday you can experience weird crashes due to files not loading correctly as javascript does not like spaces. This is an issue that might be possible, although I seriously doubt it.

Anyway, if the issue occurs even with all plugins turned off, can you replicate it on a completely fresh project?
I see, that does makes sense.
I tried the plugin in a new project, and it worked with no problems.
I then adjusted the plugins settings in the blank project to match how it was in my game's, and it showed the error.
It looks like cause was having the New Game Start Mode's value set at 0.
I changed it to 1, but when I try to save no file is created.
It seems like it's still something I've changed up in the plugins settings,
I'll have to compare it to the default setup to see where the problem is?
 

Poryg

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Understood I'm on my way to work now, but I will take a look once I get home, because these crashes should not be normal. Thank you for the additional info.
 

ex0rschism

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Understood I'm on my way to work now, but I will take a look once I get home, because these crashes should not be normal. Thank you for the additional info.
Ah yeah, all good! Thank you, really appreciated the help
 

Poryg

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@RunePotion It was an embarrassing bug, which came from my addition to version 1.1 :( It's fixed now. I'll upload the fixed versions shortly as well as new changelog, since I've also removed the cache as bitmap options (they're slow).
 

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Nice, just wrapping up Micro for release and find that this got updated! Woo! :kaojoy:
 

MangoFlavour

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Hi Poryg, this plugin is amazing! I've tried a few similar plugins and have never had this level of customization.

Wanted to ask two things:
  1. Is there a way to completely remove the "Delete File" function? I can only find a spot to alter the text, and leaving it blank doesn't remove the option.
  2. Is there a way to show certain pictures in certain positions based on an in-game switch or variable? A typical Zelda save file, for example, will show images of any collectables you've found. I'm thinking this might be a feature built into the "custom text" or maybe "background images" but I'm struggling to figure it out.
Outside of that, this is already doing nearly everything I wanted for my save menu, so thank you for putting this together.
 

Poryg

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Hi,

No, there is no way to completely remove the function unless you edit the plugin like this:
Code:
S
cene_File.prototype.createOptionsWindow = function () {
    var width = eval(PORParams.saveCore.owWidth);
    var showSave = PORParams.saveCore.showSave;
    this._optionsWindow = new Window_SavefileOptions (0, 0, width);
    this._optionsWindow.x = eval(PORParams.saveCore.owX);
    this._optionsWindow.y = eval(PORParams.saveCore.owY);
    if (SceneManager._stack[0] == Scene_Map) this._optionsWindow.setHandler ('save', this.onSave.bind (this));
    this._optionsWindow.setHandler ('load', this.onOptionLoad.bind (this));
    this._optionsWindow.setHandler ('newGamePlus', this.onOptionLoad.bind(this));
    //this._optionsWindow.setHandler ('delete', this.onOptionDelete.bind (this));
    this._optionsWindow.setHandler ('newGame', this.onNewgame.bind (this));
    this._optionsWindow.setHandler ('back', this.activateListWindow.bind (this));
    this._optionsWindow.setHandler ('cancel', this.onCancel.bind (this));
    this._optionsWindow.setTopRow(0);
    this._optionsWindow.refresh();
    this.addWindow(this._optionsWindow);
};

Window_SavefileOptions.prototype.makeCommandList = function () {
    if (SceneManager._stack[0] == Scene_Map && PORParams.saveCore.showSave) this.addCommand (PORParams.saveCore.saveGameText, 'save', $gameSystem.isSaveEnabled());
    var id = SceneManager._scene.savefileId();
    var info = DataManager.loadSavefileInfo(id);
    if (info) {
        if (!info.newGamePlus) this.addCommand (PORParams.saveCore.loadGameText, 'load');
        else this.addCommand (PORParams.saveCore.newGamePlusText, 'newGamePlus');
    };
    //this.addCommand (PORParams.saveCore.deleteGameText, 'delete');
    if (PORParams.saveCore.newGame == 2) this.addCommand (PORParams.saveCore.newGameText, 'newGame');
    this.addCommand (PORParams.saveCore.backText, 'back');
};
As for your second point, yes and no. I use evals in the x and y equations, so it would theoretically be possible. The problem is, the current values would influence all saves and get lost after you close the game. If you want to have individual X and Y locations for every save, that's currently impossible. Although I might rework the plugin someday, because the solution as it is is extremely clumsy.
 

ZServ

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@MangoFlavour
For #2, you could do a super janky solution of saving the parties equipment to an array, unequipping their items and equipping filler items that represent those collectables, and unloading/loading this on save load.

But it'd be hella jank af
(Also awkward seeing that in May I was still calling it Micro, and now I just know it as Ephemeral Tale, whew)
 

MangoFlavour

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Thank you both for the fast responses! Just to be clear on the code, is it just commenting out the line that adds the "delete" option? I'll look at it in more detail when I have a chance to open RPG Maker.

The equipment workout might actually work. Another thing I'll have to toy with. I neglected to mention I'm only using one save file in my game (short game) so I'm not worried about creating separate parameters for each save, luckily. Although I realize that's probably a unique case.

Would the x and y equations let me plug some type of basic javascript that essentially says "if switch x is on, show picture 1 at these coordinates"? Something like that. Potentially with variables too.
 

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