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- Sep 12, 2012
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Description:
1) The player is able to save his game anywhere, but upon loading the game, he is returned to the last place/map he marked as a return point (similar to Dark Souls' bonfire system)
2) The player is able to use an item to mark his current location (mapID,mapX,mapY) as the location he will start from when loading a saved game.
Logic:
Player uses item to mark a map/location as a return point (mapID,mapX, and mapY saved to game variables)
An event is created/copied/moved visually marking the location (this is a bugbear*)
Player moves to another map
Player saves the game
Player exits the game
Player loads the game
Game loads to the return point
*Only one location can be marked as a return point. Event from previous return point is destroyed/moved, etc.
Attempts:
I tried a system like this with common events. It didn't work out so well.
1) It turns out you /can't/ actually move events between maps (otherwise this would be a piece of cake-- there's only one Save Point event, move it between maps when the player uses the marking item, etc.)
2) While using the item that saves the game, even with a common event like:
'Player is at current mapID,MapX,MapYFadeout ScreenTeleport player to return point mapID,MapX,MapYOpen the Save ScreenTeleport player to current mapID,MapX,MapYFadein Screenthe game still wants to load the game at the remembered mapID,MapX,MapY, then wait a second, then teleport the player to the 'current' mapID,MapX,MapY, the location the character was in when he saved the game, NOT the location that it should have stayed at.
I'm currently using YEP_SaveEventLocations for the return point event, so that it stays in place if the player leaves the map.
My guess is that something will have to be done with the way the game saves a save file; originally I thought I'd be able to change the saved mapID, etc. from 'current' to game variables in the StorageManager method, but I don't know enough Javascript/RMMV to do that yet.
Thank you guys for your help; I understand if this is a bugbear lol. Let me know if you need any clarification
1) The player is able to save his game anywhere, but upon loading the game, he is returned to the last place/map he marked as a return point (similar to Dark Souls' bonfire system)
2) The player is able to use an item to mark his current location (mapID,mapX,mapY) as the location he will start from when loading a saved game.
Logic:
Player uses item to mark a map/location as a return point (mapID,mapX, and mapY saved to game variables)
An event is created/copied/moved visually marking the location (this is a bugbear*)
Player moves to another map
Player saves the game
Player exits the game
Player loads the game
Game loads to the return point
*Only one location can be marked as a return point. Event from previous return point is destroyed/moved, etc.
Attempts:
I tried a system like this with common events. It didn't work out so well.
1) It turns out you /can't/ actually move events between maps (otherwise this would be a piece of cake-- there's only one Save Point event, move it between maps when the player uses the marking item, etc.)
2) While using the item that saves the game, even with a common event like:
'Player is at current mapID,MapX,MapYFadeout ScreenTeleport player to return point mapID,MapX,MapYOpen the Save ScreenTeleport player to current mapID,MapX,MapYFadein Screenthe game still wants to load the game at the remembered mapID,MapX,MapY, then wait a second, then teleport the player to the 'current' mapID,MapX,MapY, the location the character was in when he saved the game, NOT the location that it should have stayed at.
I'm currently using YEP_SaveEventLocations for the return point event, so that it stays in place if the player leaves the map.
My guess is that something will have to be done with the way the game saves a save file; originally I thought I'd be able to change the saved mapID, etc. from 'current' to game variables in the StorageManager method, but I don't know enough Javascript/RMMV to do that yet.
Thank you guys for your help; I understand if this is a bugbear lol. Let me know if you need any clarification
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