CEO1234

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Yanfly's save core for RPG Maker MV really adds a lot of useful functionality to my game. However, my game will have save spots, so you won't be able to save in the game until you come across these spots. This wasn't initially a problem, but then I noticed that you can still delete or load a file (even with save disabled).

This means you could accidentally overwrite or delete an entire file, which means every player would need to back up many saves as a precaution, which is ridiculous. If a player were to delete a file, they would need to frantically try to find a save spot just to save that file. That's unacceptable. If they accidentally close their game afterward before saving after deleting a file, that file would be gone forever.

My question is, how would I disable the extra functions in the Yanfly plugin, then re-enable them every time a player interacts with a save spot? I want to disable and enable (whenever I want) the delete and load functions just like the general save function. If this problem cannot be solved, I will not use this plugin, so it's not the end of the world.

Any suggestions?
 
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Sword_of_Dusk

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If you have the Main Menu Core, you could try to use it to remove the Save option from the menu.
 

ShadowDragon

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or look into TSR_Save which can start from save, has an autosave feature,
and you dont need to load/delete, while delete can be optional.

you dont need to go to the save scene if you have save spots, if it saves
on the current savefile.

you have endless possibilities, even more than YEP_SaveCore.
 

ATT_Turan

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This means you could accidentally overwrite or delete an entire file, which means every player would need to back up many saves as a precaution, which is ridiculous. If a player were to delete a file, they would need to frantically try to find a save spot just to save that file. That's unacceptable. If they accidentally close their game afterward before saving after deleting a file, that file would be gone forever.
While Sword's suggestion is good (disable the menu command, call the scene directly from your save spots), I don't understand the degree of your concern. Why does the ability to delete a save mean "every player would need to back up many saves as a precaution?"
I have almost never used multiple save slots in any game, unless I'm playing it with a different character/path. Why do you think that just because the possibility exists, people are going to sit there going through the menu to mindlessly delete their save? Do you do this in the games you play? If you simply save your game into the same slot every time, why would you ever need to manually delete one?

People who play video games have dealt with the situation you describe for decades. I mean, pretty much every game ever that has save game slots allows for the situation where you could delete your save without making a new one.

I think you're way too worked up about the potential stupidity of a stray person that will probably never actually happen while playing your game. :wink:
 
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CEO1234

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Perhaps you're right. I mean, it's a slim chance that someone would accidentally delete their save file, but it would still be a nuisance if somebody were to make that mistake. Maybe I should just leave it alone. The odds of it happening are slim.

I will try different plugins, or I could keep using the save core. Or, I could just not use any plugin. That's fine too.
 

ATT_Turan

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I just feel that if you spend time trying to prevent via coding any stupid decisions the player might make, you'll never get a game done. I mean, they could get into a fight and choose Guard every turn and eventually die because they never hit the enemy. Would you try to hardcode it so they're forced to Attack every so many turns? :stickytongue:

So long as you don't do anything to make stupid decisions look like the right thing to do, you've done your part.
 

CEO1234

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Then the problem solves itself. Thanks everyone!
 

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