Problem with Pictures

IsFutureBright

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Hey guys I got this bizarre problem here. Here is how it happens:

1. Talk with Event A to Display picture of  ID 1 on the screen

2. Talk with Event A Erase picture of ID 1 (simple self_switch as a toggle)

3. Save the game (without going through any scene using script command DataManager.save_game(1)) 

4. Load the game (also without going through any scene using script command DataManager.load_game(1))

5. Talk with Event A, picture does not display. 

Now, when on step 5 if I open the Menu Screen (the one with the party info and stuff) when I close it, the image that should have displayed when talking with Event A, displays now. Am I missing something? I tried going through the scripts and using 'p' command to follow the follow to see if there was somewhere he was like releasing the pictures or something when using SceneManager.Call but I got nothing...

Does anyone has a clue on this?

Note: It's like it loses the reference to the ID or something because if I try to use the same ID for another image I get the same issue until I open a new scene (like the main menu) and when I close it I guess it cleans the pictures array? Not sure why it works after that.
 
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boldpaste2

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never seen that before. mind rapping this scenario with a demo? (also, be sure to check that its not something caused by a script).

Also, When using a self switch, it wont go back to its original state on its own. (unless you knew that already).
 

Susan

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This problem is happening because you have only initiated the DataManager, but did not refresh the map.

Try placing this script call directly below your DataManager save game script call :

SceneManager.goto(Scene_Map)

And this below your load game script call :

$game_system.on_after_load

SceneManager.goto(Scene_Map)
 

IsFutureBright

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This problem is happening because you have only initiated the DataManager, but did not refresh the map.

Try placing this script call directly below your DataManager save game script call :

SceneManager.goto(Scene_Map)

And this below your load game script call :

$game_system.on_after_load

SceneManager.goto(Scene_Map)
Wow. That worked! Many thanks!!!

The thing is that when I first started doing the Load directly I realized the map wasn't refreshing since I was already on that map. So what I did as a work around for this was create a dummy map. So I would fade out, transfer to dummy, load game, fade in. And it worked without any problems until I tried to do this little minigame using pictures and realized when I loaded this problem came up.

I'm gonna add the project here for others to see the error happening and don't follow my footsteps!

Without RTP version:

TestProject.zip

The load became so smoooth. Wow. Wish I had posted this sooner! I was fiddling with it since Friday. Really, thanks a million guys.
 

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Susan

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You're welcome! If you don't mind, could you mark this thread as solved? Thanks!

After you mentioned about your dummy map, I realized that you didn't know how to fadeout after loading your game. Try this script call in succession so that you don't need that map :

DataManager.load_game(1)

Graphics.fadeout(1000 * Graphics.frame_rate / 1000)

$game_system.on_after_load

SceneManager.goto(Scene_Map)
 

IsFutureBright

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Oh no I mean. I was really using fade out, then transfer do dummy map and then back. I was doing that so the enemies would back to their start position. It's a stealth game so you kinda spawn back to the start of the map and then the guards start their route from the beginning.

Anyhow marking as solved. Thanks again.
 

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