Zion

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why removing "load" as it is required to load the saved file?
Yes, you're right, didn't thougth about this. But there is a difference between SceneManager.push(Scene_Save) and SceneManager.push(Scene_Load), right? I have no experience with JS but at least I hope there is a difference. So the "load" command could stay for the Load-Scene but I want to delete it in the Save-Scene because I need the scene to save, not to load. Would that be possible?

2) can you show the event where you use it?
Sure, but there is really only the script call and a self switch.

Unbenannt.png
BUT I think it is a problem with another plugin, I just don't know which one. Because if I deactivate TSR Save, the Save Scene still comes up twice.

as if you select a slot to save on, why not a pupup "save game?"
yes/no answer, and maybe a warning it will be overwritten, are you sure?
Sorry, can't follow you, what do you mean?
 

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Hello @Zion

To remove the 'load' command from save scene, you can comment out that line (4202) and it should do the job:

Capture d’écran, le 2022-10-18 à 13.01.10.png

As for you second question, it does not happen on my side. Beside you said removing my plugin doesn't fix the problem, so it's probably due to some other plugin as you said. I can't really help in that case.

Regards
TSR :cutesmile::rock-right:
 

Zion

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To remove the 'load' command from save scene, you can comment out that line (4202) and it should do the job:
Thank you so much :)
This is exactly what I was looking for.

As for you second question, it does not happen on my side. Beside you said removing my plugin doesn't fix the problem, so it's probably due to some other plugin as you said. I can't really help in that case.
Yeah, it's not your plugin. All good. Will look for myself, but thanks anyway :)
 
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ShadowDragon

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@Zion the only difference between Scene_Save and Scene_Load is those
are the same scene, but in Scene_Save, you mostly can only "save", but some
add "load" if they want to load a different file.

Scene_Load is specially for "loading" the save file if exist.

but I'm happy you got it solved :)

you could check if you have plugin that target the save-scene that alter it.
but good luck on your project further :)
 

Zion

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the only difference between Scene_Save and Scene_Load is those
are the same scene, but in Scene_Save, you mostly can only "save", but some
add "load" if they want to load a different file.

Scene_Load is specially for "loading" the save file if exist.
Thank you for that info :)
So it's pretty much that what I thought and it's working with the edit. Nice :)

you could check if you have plugin that target the save-scene that alter it.
The weird thing is: If I disable ALL plugins, except Hime PreTitleEvents, I get the save scene twice. If I make a new project with nothing except Hime, I don't have the issue. I just don't get it. But I guess that's offtopic here, so I apologize.
 

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@Zion
I might know the cause by than, but will test it later to be sure of it.
as I start from te save file, the Scene_Save wont run for saving.

so why open the save scene if you choose a savefile to be used
to start a game?

if that causes the scene to open twice, it would be weird.
you could try switching to start the game => use scriptcall to see if
that works.

than after, start from savefile => save scene scriptcall to see if its
the mode causing it (which I would doubt it).

if its the mode, avoid opening the save scene when select a file
to save on and use "manually" save (autosave) would work on it
as long it isn't used else where or if used else where, than autoslot
file = disabled.

otherwise, could you check with the same setting in a new project?
to replicate it, if so, can you send a demo project for it, than I could
dig into it for you.
 

Zion

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I am using the save screen so that the player can choose in what slot they want to save in. Of course I could just tell the engine to make a new save slot. But then it wouldn't be possible to delete or overwrite an existing save slot with a new game (and I don't want to force the player to delete save files manually from file as many users don't even know how to do that).

otherwise, could you check with the same setting in a new project?
to replicate it, if so, can you send a demo project for it, than I could
dig into it for you.
Thank you so much for your help, very kind! I really appreciate :wub
I didn't mean to spam my problems in this thread.
And: I'm glad I finally found the issue :)
I was using the "teleport player to map" command in combination with DataManager.setupNewGame() which seems to load the scene twice (because setupNewGame transfers the player to the map, too). Never noticed that because so far I just set a few switches and variables and so you don't see any difference.
Thanks again for your help!
 

ShadowDragon

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@Zion it's no problem, if it could be a bug/glitch in the plugin, it's not your fault,
neither the author, but a combination of things.

I'm glad you found the cause, good luck on your project ^^
 

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Hello, I haven't looked too much into this plugin yet, but I just need a quick answer.
Does this plugin allow to entirely skip the save scene when there is only one save slot allowed?

Menu -> "Save" -> save slot 1 overwritten, no save scene, maybe only 1 yes/no confirmation message before overwriting, no other middle steps (basically how pokemon games save, with the least amount of steps for the player)
 

TSR

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Hello @Meremem
Doesn't work exactly like this by default. My plugin has a parameter 'single saved slot' which force the game to always save on the same slot (usually, the first one).
When that parameter is enabled, from the Menu you select save, it will go to the save scene with a confirm window save or cancel, the player can't do anything else than choosing save or cancel, and the scene close back after you confirm your choice.

I you know some coding, it would be easy to make some changes to make it behave as you want.
Your best show would probably be to hide the file window, so when you choose save from the menu it goes to a black screen with the only confirm window.
Altough, if you really want everything to happen just in the menu scene (saving the game + confirm window directly in the menu), that would be a little trickier, but still doable.

If you struggle with coding, I can provide some assistance on my discord.

Regards.
 

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... parameter 'single saved slot' ...
When that parameter is enabled, from the Menu you select save, it will go to the save scene with a confirm window save or cancel, the player can't do anything else than choosing save or cancel, and the scene close back after you confirm your choice.
That's good enough for what I was looking for.
It's only 1 step between "save" selection, and the save actually happening. The save scene getting called or not during that single step, is only a minor visual difference from the player point of view.

Altough, if you really want everything to happen just in the menu scene (saving the game + confirm window directly in the menu), that would be a little trickier, but still doable.
That would be nice to achieve, but as said before, it's not strictly necessary as far as the saving mechanic takes place with only 1 step.
And maybe, considering how the insides of the party menu is usually structured, and how it can change with various hud plugins, maybe it's even a good thing for the save scene to be called, as to avoid too much sub windows overlap in the main party menu, which could become confusing to look at.

Many thanks for the answer.
 
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ShadowDragon

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another way which I use with 3 slots, is not to enter the save scene.
simple set a choice window in any way for yes and no,

if yes: => use autosave plugin comand, if no, nothing happens.
 

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Here's an update to the save scene ShadowDragon did for me with new art I created.

Absolutely LOVE this plugin TSR! It's working flawlessly and solved my autosave needs.

sdfsdf.jpg
 
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Zion

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Hey @TSR I'm sorry to be back again, but I think I found a new bug. Really love this plugin, but can't get it to work with Khas. I made a new project to make sure it's not my fault (again, lol).

In the new project I only use your plugin and Khas:

RPGMV_2022-11-23_14.25.26.png

This is working fine as long as I don't want to display some thing in the save scene.
So I changed nothing inside your plugin but one thing: In the "Sections List", I wrote "Progress".

RPGMV_2022-11-23_14.27.34.png

So now I start and save the game. This works. But as soon as I open up the save scene again, I get this:

Game_2022-11-23_14.29.29.png

Unbenannt.png

I changed the plugin order and put your plugin below Khas, but now I get this:

Game_2022-11-23_14.33.23.png

Game_2022-11-23_14.33.29.png

As soon as I deactivate Khas, everything's fine.
If I activate Khas and delete the "Progress" in your plugin, it works fine too.
So I don't know what this bug is.
Is there anything you can do?
 

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ShadowDragon

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@Zion did you change anything else in the progress section?
I can try to see if there are some things overwriting in the save scene
later today, but it's weird.

I do know khas added some function to the core, but can you disable
khas_graphic to see if the error persist or a different error pops up?
 
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Zion

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did you change anything else in the progress section?
No, I changed absolutely nothing. I just wrote "Progress" in the "Sections List". (in my main project, ofc I did write something in the other parameters and I have the same error.)

I do know khas added some function to the core, but can you disable
khas_graphic to see if the error persist or a different error pops up?
I disabled Khas Graphics (and let Khas Core still active) and the error persists.
proplist.includes is not a function
 

ShadowDragon

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I think it has something to do with the khas core own function of
"Array.prototype.remove" and "Array.prototype.includes."

as that changes the original version of the array by overwriting it.

as that also might give the error of the propList in TSR save
if it's above or below the function that khas changes.

so I dont know how to really by pass this part, so I'm out of answer here,
and not sure if TSR knows a way around this as it can be hard.

the only thing you could try is to rule out those arrays in khas core.
with /* and */ for the array section only, not sure if the graphic uses it.

if the error continues, than I dont know what you could do.
 

Zion

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as that also might give the error of the propList in TSR save
if it's above or below the function that khas changes.
As posted above:
If I place TSR above Khas, I get "proplist.includes is not a function"
If I place Khas above TSR, I get "Cannot read property 'apply' of undefined"
so I don't know if it's the same error or what we could do here.

so I dont know how to really by pass this part, so I'm out of answer here,
and not sure if TSR knows a way around this as it can be hard.
*sad budgie noises* :(

the only thing you could try is to rule out those arrays in khas core.
with /* and */ for the array section only, not sure if the graphic uses it.
I don't understand much from JS, but will have a look as soon as I'm back home.

Thanks for your help so far.
 

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