RPG VXA Save Issues [CLOSED]

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DestrikGamer

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I have a major problem in my game...

Here is the problem: When I start the game I can save perfectly fine but as soon as I go into a building I can't save.

At that point I can't save inside or outside. The only switch activated when I go inside is a switch that deactivates the day/night effects. Everytime I try to save I just get the buzzer sound. I already tried switching, changing and removing scripts but it didn't work out...

Thanks in advance!

Save Crystal.png

Save Error.png

Scripts.png
 
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Kes

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Difficult to know which thread to reply in, but it sounds like you're going to try and get the other one deleted, so I'll reply here.

First question - why have you used self switch D?  theoretically it doesn't matter if you go straight to D, but it's a good habit to get into using the first switch first, in case you need to use others afterwards.

Your screen shot obscures the details of the first page, so we can't tell how or why you have activated the self switch.  If it is not activating properly, then you will never get the page with the save option to run.  Could you give us a screen shot showing the whole of the first page clearly?
 

DestrikGamer

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Difficult to know which thread to reply in, but it sounds like you're going to try and get the other one deleted, so I'll reply here.

First question - why have you used self switch D?  theoretically it doesn't matter if you go straight to D, but it's a good habit to get into using the first switch first, in case you need to use others afterwards.

Your screen shot obscures the details of the first page, so we can't tell how or why you have activated the self switch.  If it is not activating properly, then you will never get the page with the save option to run.  Could you give us a screen shot showing the whole of the first page clearly?
The reason why self switch D is on because of Moghunters proximity detectors script. The title is "<Sensor 2>" so when your in 2 tiles range self switch D is activated so when you get near the crytal it go from gray to bright and then when interacting with it the save screen opens
 

Kes

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Hmm, this isn't a script I'm familiar with.  What puzzles me is the fact that it is going inside a building which causes the problem.  Have you tried setting up your crystal somewhere else before you enter the building to make sure that you have set up the script correctly?  If that works, then maybe there is something in your transfer event which is causing a conflict, or another event in that location.  Does Moghunter's script use any switches?  If so, perhaps you've allocated a switch which is also in use for something else.

Probably a link to the script so people can check it would be helpful.
 

Zalerinian

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The buzzing typically means that something you're trying to save is incompatible with Ruby's Marshal module. Some examples are fibers, singleton methods, and a hash or array with a default proc ( typically something like a = Hash.new{|h,k| h[k] = 0}). Trying to save these things will cause a buzzing error. Make sure you don't change the value of any variables to anything like this, and that the scripts don't either.
 

DestrikGamer

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Hmm, this isn't a script I'm familiar with.  What puzzles me is the fact that it is going inside a building which causes the problem.  Have you tried setting up your crystal somewhere else before you enter the building to make sure that you have set up the script correctly?  If that works, then maybe there is something in your transfer event which is causing a conflict, or another event in that location.  Does Moghunter's script use any switches?  If so, perhaps you've allocated a switch which is also in use for something else.

Probably a link to the script so people can check it would be helpful.
I have tried it with no succes but I did discover some things:

The script uses no switches.

The transfer script is just the pre-made door one.

As soos as I go inside I can't save.

When I save before I go into a building and then I quit my save file is gone.

And last: When saving outside then going inside and load the save the game freezes but the music is still playing.
 

DestrikGamer

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The buzzing typically means that something you're trying to save is incompatible with Ruby's Marshal module. Some examples are fibers, singleton methods, and a hash or array with a default proc ( typically something like a = Hash.new{|h,k| h[k] = 0}). Trying to save these things will cause a buzzing error. Make sure you don't change the value of any variables to anything like this, and that the scripts don't either.
I tried Ctrl + F and searching for "Hash.new{|h,k| h[k] = 0})" trough the scripts but I got no result...
 
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Shaz

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DestrikGamer, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you need to quote multiple people and reply to them all, there's a nice MultiQuote button in the lower right corner.


You've got a save script there. Any chance it uses switches, and happens to use the one switch that you turned on?


I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

DestrikGamer

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DestrikGamer, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

If you need to quote multiple people and reply to them all, there's a nice MultiQuote button in the lower right corner.

You've got a save script there. Any chance it uses switches, and happens to use the one switch that you turned on?

I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
Hmmmm.,, I checked the script and all it does is create a nice interface displaying gold, 6 custom variables, location, party members and location... What I did find was this piece of code in the battle script (Schala Battle System)

Code:
#==============================================================================# ■ DataManager#==============================================================================module DataManager  FILE_NAME_TEMP  = "Sr.rvdata2"    #--------------------------------------------------------------------------  # ● Save File Temp Exist  #--------------------------------------------------------------------------    def self.save_file_temp_exists?    !Dir.glob(FILE_NAME_TEMP).empty?  end      #--------------------------------------------------------------------------  # ● Save Game Temp  #--------------------------------------------------------------------------  def self.save_game_temp      return if !$game_system.time_recover[0]      pre_code = $game_temp.save_temp_security_code      loop do        $game_temp.save_temp_security_code = rand(99999) + 1        break if pre_code != $game_temp.save_temp_security_code      end      File.open(FILE_NAME_TEMP, "wb") do |file|      Marshal.dump(make_save_temp, file)      end  end    #--------------------------------------------------------------------------  # ● Load Game Temp  #--------------------------------------------------------------------------  def self.load_game_temp      return if !$game_system.time_recover[0]      return if !save_file_temp_exists?      pre_tool_id = $game_player.actor.tool_id[1] if $game_party.members.size > 0      set_pre_members_index      pre_code = $game_temp.save_temp_security_code      File.open(FILE_NAME_TEMP, "rb") do |file|        extract_save_temp(Marshal.load(file))      end      if pre_code != $game_temp.save_temp_security_code#invalid_save?         execute_invalid_save         return      end      execute_pre_members_index      if $game_party.members.size > 0 and pre_tool_id != nil         $game_player.actor.tool_id[1] = pre_tool_id      end         SceneManager.goto(Scene_Refresh)   end  #--------------------------------------------------------------------------  # ● Check Invalid Save  #--------------------------------------------------------------------------    def self.execute_invalid_save      msgbox("Invalid Save!!!!")       exit  end    #--------------------------------------------------------------------------  # ● Set Pre Members Index  #--------------------------------------------------------------------------    def self.set_pre_members_index      return if $game_party.members.size <= 1      $game_temp.pre_members_index = []      for actor in $game_party.members          $game_temp.pre_members_index.push(actor.id)      end      end    #--------------------------------------------------------------------------  # ● Execute Pre Members Index  #--------------------------------------------------------------------------      def self.execute_pre_members_index      return if $game_party.members.size <= 1      return if $game_temp.pre_members_index == nil      return if $game_temp.pre_members_index == []      index = 0      index2 = 0      loop do          if $game_temp.pre_members_index[index] != $game_party.members[index].id             $game_party.swap_order(index, index + 1)          end           index += 1          index2 += 1          index = 0 if index > ($game_party.max_battle_members - 2)          break if index2 > 60      end      end    #--------------------------------------------------------------------------  # ● Make Save Temp  #--------------------------------------------------------------------------  def self.make_save_temp      contents = {}      contents[:system_temp]        = $game_system      contents[:timer_temp]         = $game_timer      contents[:message_temp]       = $game_message      contents[:switches_temp]      = $game_switches      contents[:variables_temp]     = $game_variables      contents[:self_switches_temp] = $game_self_switches      contents[:actors_temp]        = $game_actors      contents[:party_temp]         = $game_party      contents[:troop_temp]         = $game_troop      contents[:map_temp]           = $game_map      contents[:player_temp]        = $game_player      contents[:security_code]      = $game_temp.save_temp_security_code      contents  end    #--------------------------------------------------------------------------  # ● Extract Save Temp  #--------------------------------------------------------------------------  def self.extract_save_temp(contents)      $game_system        = contents[:system_temp]      $game_timer         = contents[:timer_temp]      $game_message       = contents[:message_temp]      $game_switches      = contents[:switches_temp]      $game_variables     = contents[:variables_temp]      $game_self_switches = contents[:self_switches_temp]      $game_actors        = contents[:actors_temp]      $game_party         = contents[:party_temp]      $game_troop         = contents[:troop_temp]      $game_map           = contents[:map_temp]      $game_player        = contents[:player_temp]      $game_temp.save_temp_security_code = contents[:security_code] endend
 
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Shaz

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Got a link to the script, or rather the original forum post or blog article that introduced it? Those usually contain a lot of extra useful information that's not readily available in the script.


Also, it's preferable to post links to scripts rather than the script itself, for a number of reasons I won't go into, but if you MUST post the code, putting it in code tags makes it more readable and keeps the formatting.


In your parallel process event where you turn the switch off, you need to add Erase Event afterwards. Then if you have a similar event outside that turns the switch on again, you also need to add an Erase Event. Parallel Process events keep looping until you get rid of them or turn them off, and you don't need to be turning the same switch on or off 60 times a second, every second you're on the map.


Can you go into your scripts, and do a global search (control+shift+f) for 22? See if any of the scripts you've added turn up in the list - maybe take a screenshot of the results and post here.
 
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DestrikGamer

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Got a link to the script, or rather the original forum post or blog article that introduced it? Those usually contain a lot of extra useful information that's not readily available in the script.

Also, it's preferable to post links to scripts rather than the script itself, for a number of reasons I won't go into, but if you MUST post the code, putting it in code tags makes it more readable and keeps the formatting.

In your parallel process event where you turn the switch off, you need to add Erase Event afterwards. Then if you have a similar event outside that turns the switch on again, you also need to add an Erase Event. Parallel Process events keep looping until you get rid of them or turn them off, and you don't need to be turning the same switch on or off 60 times a second, every second you're on the map.

Can you go into your scripts, and do a global search (control+shift+f) for 22? See if any of the scripts you've added turn up in the list - maybe take a screenshot of the results and post here.
Here is the link where the piece of code came from:

PS. I put the code in the code tags.
 
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DestrikGamer

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Alright guys...

I hate to say this but im going to give up on this...

I deleted the battle system (main script) and it sadly worked fine.

Thanks for all your help and now im gonna find an alternative battle system.
 

Shaz

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DestrikGamer, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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