Save Point help?

Beta4

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So I hope I can get help with this particular set of problems. I'm trying to figure out how to remove the save option from the menu during game play. I would like to then create a consumable Item that would allow the user to save on the spot, when used in the menu screen, not in battle - although that would also be a bonus if anyone knows how to do that ;)  


Does anyone know how to do this? Any help would be appreciated- this one's got me stumped.
 
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Shaz

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To disable save from menu:


Database > System Tab > Menu Commands > uncheck Save


To save from a consumable item:


Database > Common Event > make a new common event that has a single command: Open Save Screen (under Scene Control on tab 3)


Database > Items > set Item Occasion to Menu Screen, Consumable to Yes, and add Effect > Other > Common Event (and select the common event you just created)
 

Beta4

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That works great, one more question, how do I make it that it will not use up the consumable item if the player does not save.
 

ACECORP

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I don't know if that's possible short of handling it at the actual source code level.


I think the plugin level ends once you open the save menu. 


Your best bet would be to force an auto-save when the user uses the consumable item. 


I did not get a chance to implement auto save yet, but there is a nice plugin written by Hudell called orange autosave that may work for you -- http://mvplugins.com/plugin/Hudell/OrangeAutoSave
 
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Shaz

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Make your common event look like this (note that's a subtract operation in the second Control Variables command):

Code:
Control Variables [001: Save Count] = Game Data > Other > Save Count
Open Save Menu
Control Variables [001: Save Count] -= Game Data > Other > Save Count
Conditional Branch: Variable [001: Save Count] = 0
  Change Items: +1 save item
End
What's happening here is that you're putting the current save count into a variable before calling up the save screen.  If the player saves, the save count will then be increased; if they don't save, the save count will be the same as it was before the save screen was opened.  After the save screen is closed, subtracting the new save count from the variable will reduce it to -1 if the player saved, or back to 0 if they didn't save.  You can then do a test for == 0 (player didn't save) and give the item back.
 
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ACECORP

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Nice Shaz! I will make use of that! 
 
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Beta4

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Control Variables [007: Save Count] = Game Data > Other > Save Count


Open Save Menu


Control Variables [007: Save Count] -= Game Data > Other > Save Count


Conditional Branch: Variable [007: Save Count] = 0


Change Items: +1 Saving Stone


End


for some reason its giving me an SyntaxError Unexpected identifier...  i included the code i put in Script in the common event... what could i be doing wrong?
 
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Beta4

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Is this written in Ruby or Javascript?
 

Shaz

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Neither.  None of that goes in a script call.  Those are the commands you need to use - Control Variables, Open Save Menu, Conditional Branch and Change Items.
 
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Beta4

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You must forgive me, but now I'm confused...


So I create a control variable which happens to be #0007 Save Count for me = Game data which is where i get lost...That whole line after the #0007 Save Count part gets me confused which would be   = Game Data > Other > Save Count
 

Beta4

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Ok i think I see my fault.... let me see if i can figure it out- thanks again.
 

Beta4

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Ok thanks - It works


Thank you so much for your patience with me
 

Andar

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@Beta4, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.



If we write "game data" in combination with control variable, we are referring to the line "game data" at the bottom of the control variable command window - the one that usually defaults to Map ID but needs to be changed to the other game data (whatever is needed at that moment)
 

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