Unlock Menu Options Post-Game

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Hello! 

I apologize if this is in the wrong forum; I wasn't sure if this should go in script requests or support. >.<

I have a game I am working on but I've an idea for a feature in it and I'd like to know if it's a possible one and how to go about executing it. With it, I have some general questions about VX ACE.

My idea is that, upon completion of the game, a menu option unlocks. However, this option is not in the player menu when playing the game but rather a menu option in the game menu (The one with the "Shutdown", "New Game", and "Continue" options.) 

What the option does is allow a password to be input and if the correct one is used, the player is moved to a new map and so-and-so will happen. The so-and-so being, for example, an extra scene to play or a movie to watch (So a few maps and some events, etc. Like a separate game within the game.)

I'm figuring I can use blank actor names and conditional branches for the password, the event command "Change actor name" being the key. So how to work and input the password is not too big a problem. You could think of this function being like those passwords to skip levels in some games, although instead of skipping levels it takes you to a new map where so-and-so happens.

I understand that I could simply place an event in the starting map that asks if you have a password and, if not, moves on ahead to the main story, however I don't want to prompt the player that way. I'd rather it be an optional thing that appears when the player actually receives the password at the end of the game. (If they were like me, they'd be to engrossed in looking for a password  that was later handed to them at the end of the game to pay attention to the game itself) Furthermore, the password could be given out before the player even starts if they searched hard enough (Not many people keep things like that to themselves!) and they could skip the whole game and enter the password.

An idea I had would be to perhaps turn on a switch or a variable at the end of the game, so that when on, an new option appears in the game menu. But I'm not sure how I could script/event this nor if switches or variables even carry into the game menu screen. (Especially if you were to close the whole program and reopen it) I expect doing that would clear the switches and variables, sans the ones turned on/off in save game files.

Another rougher idea could be that upon first game completion, the player start location is in a new map that prompts if they have a password if not the main story is played, but that still requires some kind of carry-over. I'd still much rather the menu option, if possible.

I have looked into NewGame+ and I assume I could use that to carry on a switch, but that carryover seems to only be for starting a new game, not for changing the game menu. (A new game must be started for the switches and variables to carry over?)

I should also mention that I am using the Madoka Title Screen script, so the game menu display is a little different.

I understand this might be a challenging request/question but I'd really appreciate it if someone can provide assistance. Even if it's to say this is an impossible idea! Please let me know if I can provide any further information to assist!
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


You didn't put it in either :)
 
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Oh! Sorry about that! Thanks for moving it!

And, I hope it's okay to do a //bump

Any help would be appreciated!
 
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typhon01

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Hey, I have an idea I want to try, but it would be using an external file. I don't have any experience with that particular Title Script, but I'll play around with things for a bit and see what I can come up with. I'll be in touch!

EDIT: I've worked with Mog's title script, and I think I've accomplished what you're looking for... I'll give a link here to my demo file where you can test it out yourself. Basically, I just re-wrote small portions of his script to read an external file to determine whether or not the game was completed, and if it is, then it would display an extra option on the title scene. Initially, the file can have anything you want in it, so long as it actually does have text and it's not the text that tells the script that the game has been completed. Naturally, you'll need a way to re-write the file after the game is completed, so I included that feature as well, and you can do it with the simple script call: complete_game()

You will need to put your art skills to work and produce a 150*50 px PNG image, however, as that's how Moghunter has his script set up. I've included one of my own with the demo here, but it really sucks as my art skills are next to nil.

I wrote full instructions at the top of the re-written script, so just read that and have at it! If you have any additional questions, feel free to ask!

Demo can be found here. <-- Almost forgot about that! ;)
 
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Hey, I have an idea I want to try, but it would be using an external file. I don't have any experience with that particular Title Script, but I'll play around with things for a bit and see what I can come up with. I'll be in touch!

EDIT: I've worked with Mog's title script, and I think I've accomplished what you're looking for... I'll give a link here to my demo file where you can test it out yourself. Basically, I just re-wrote small portions of his script to read an external file to determine whether or not the game was completed, and if it is, then it would display an extra option on the title scene. Initially, the file can have anything you want in it, so long as it actually does have text and it's not the text that tells the script that the game has been completed. Naturally, you'll need a way to re-write the file after the game is completed, so I included that feature as well, and you can do it with the simple script call: complete_game()

You will need to put your art skills to work and produce a 150*50 px PNG image, however, as that's how Moghunter has his script set up. I've included one of my own with the demo here, but it really sucks as my art skills are next to nil.

I wrote full instructions at the top of the re-written script, so just read that and have at it! If you have any additional questions, feel free to ask!

Demo can be found here. <-- Almost forgot about that! ;)
Thanks so much for the work you're doing! ^o^

It's a great idea you have, I can see how it would work (Although I have no idea how to begin scripting it out, the concept though! ^o^)

EDIT: I'm not sure if it makes any difference but I do have my locale set to Japanese, if that affects names of files or something? >.<?

Upon starting up the demo from the game.exe or from the project file as a test run, I receive this error:

 
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typhon01

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Shoot! I know exactly what happened, but I won't be able to fix it until I get off work today. The problem was, I was using string literals when I was testing everything, then added the customization modules after I got it all working, but I failed to include said modules within the title scene class. My bad,  >_>
 
Anyways, I'll get it fixed as soon as I get home, about 5:30 MST.
 
EDIT: I lied. I got home early today. Anyways, the demo has been corrected, and the same link should take you to the updated file. If you're feeling ambitious enough, you can skip the download altogether and put the fix in yourself. It's one whole line of code, at the very bottom of the script. It looks like this:

 class Game_Interpreter  def complete_game    File.open(File_Name, "w") do |completer|      completer.write(Completion_Text)    end  endend
But it should look like this:
 
 
Code:
class Game_Interpreter   include Typhon01::Unlock_Title_Option  def complete_game    File.open(File_Name, "w") do |completer|      completer.write(Completion_Text)    end  endend
The difference being this line:

include Typhon01::Unlock_Title_Option

Also, I have realized that I in fact DID include it with the Title_Scene class! It was Game_Interpreter that I neglected to put it in. So silly of me to leave that out,  :p
 
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Fantastic! I've tested it in the plain demo and then in my project and it works perfectly. 

It'd be nice if it were a more subtle way (refined?), but I'll make the confirmation text a random string of numbers and letters so unless someone shares the exact combination, the game will not see it as complete. (I like to think of all possibilities, like those who wish to jump far ahead!) I wonder (and it's a stretch, so I'm just asking if it's possible! ^.^") if it's possible to randomize the text the script checks for so it's unique to each game? Although I can think of various ways that it would get grossly complicated. ^.^" 

Again though, thanks so much for the assistance typhon01, you're awesome!  :D

EDIT: Ah right! Sorry to ask another thing, but I wonder if I can set the new menu option to appear after "Continue" rather than after "Exit" in the title screen? Is that possible?

EDIT 2: Sorry, I spoke too soon. (>.< ) 

After changing the Map ID (in my case I changed to to map 54 *should it have been 054?*) the player should go to when selecting the new title screen option, I get this error. Also, it seems to take the player to the games map 002, around the top left corner, instead of map 54. Did I input the number wrong?

 
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typhon01

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Well, it'd be just too fine and dandy if it all worked perfectly, now wouldn't it,  ;)

Alright, I'll try to figure out what happened there. Probably another stupid mistake on my part. Some of my best work happens late at night, unfortunately, that's also when I make the dumbest mistakes,  :p

As far as changing the position of the command in the title menu, it sounds like it should be a really simple thing to do, but it's not... I'd have to throw in a check for each option to let the script know which one it should display based on whether or not the game is marked complete for every time that the commands change, instead of just adding a new command. That code could get really sloppy really quick, I certainly won't be able to do it tonight. Give me a weekend, and I'll see what I can do there.

As far as changing the text that the game checks for, would you elaborate a little more of what you had in mind? From what I gather, it sounds like every time the game is loaded, there is some random factor (probably time?) that determines the text that should be held within the file... If it's different every time, then does the file need to be updated every time? Also, if that's the case, the text in the file would be set by one instance of the game, but upon re-load, the game would look for something entirely different, even if you previously beat the game... How would that be circumvented? Am I even on the right track with what you're asking? I can probably get some time-based text-randomizer thing up and running, but I need to have a way of making sure that when the game is complete, the engine can still recognize that... I'll think of something over the weekend I'm sure, but it very likely won't be pretty.

My priority for tonight, however, is figuring out why your other map didn't work. I'll get back to you on that.
 
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Well, it'd be just too fine and dandy if it all worked perfectly, now wouldn't it,  ;)

Alright, I'll try to figure out what happened there. Probably another stupid mistake on my part. Some of my best work happens late at night, unfortunately, that's also when I make the dumbest mistakes,  :p

As far as changing the position of the command in the title menu, it sounds like it should be a really simple thing to do, but it's not... I'd have to throw in a check for each option to let the script know which one it should display based on whether or not the game is marked complete for every time that the commands change, instead of just adding a new command. That code could get really sloppy really quick, I certainly won't be able to do it tonight. Give me a weekend, and I'll see what I can do there.

As far as changing the text that the game checks for, would you elaborate a little more of what you had in mind? From what I gather, it sounds like every time the game is loaded, there is some random factor (probably time?) that determines the text that should be held within the file... If it's different every time, then does the file need to be updated every time? Also, if that's the case, the text in the file would be set by one instance of the game, but upon re-load, the game would look for something entirely different, even if you previously beat the game... How would that be circumvented? Am I even on the right track with what you're asking? I can probably get some time-based text-randomizer thing up and running, but I need to have a way of making sure that when the game is complete, the engine can still recognize that... I'll think of something over the weekend I'm sure, but it very likely won't be pretty.

My priority for tonight, however, is figuring out why your other map didn't work. I'll get back to you on that.
Haha, I suppose it would be almost too good to be true if it worked just like that. One can dream though; one can dream. ;D 

Funny how our best feats happen when we're only half-lucid.

Ah, that does sound a bit messy doesn't it? What if you did something like the "Continue" button? That it's always there but it's "greyed out" and unusable until the document has the right set of numbers/letters? Such as when you don't have save files in the game, you can see the "Continue" button but you can't access the menu. 

Then again, that still requires a check and whatnot, so it's not much of a solution at all. (>n<" )

What I mean by changing the text would be pretty much what you're saying, you've got it right. Upon loading the game, a random string is generated and the script will check for that specific one. However, since I'm stupid the later it gets at night, I didn't realize that if it were done, then your loophole you pointed out would occur. Every time the game loads a new string would be searched for, rendering the old one useless (And 'Incomplete') 

I rationalized that the randomization would happen only once, such as just before the game is compressed, the script is activated or set to "true" (or something of the like) so that when the game is extracted and played, the script randomizes the string once and doesn't have to do it again, set to search for the random string of numbers or letters it generated.

Kind of like, changing an assembly line robot to be unique just after it gets to the customer. It looks and acts exactly the same as every other, but when the customer activates it, the robot learns the customer's name and can say it while looking and acting like any other.

(Sorry, my examples are terrible!)

Of course, thinking it over now, that seems like a headache to do. Especially if I wanted to test play the game as I continue working on it. (This is why I'd have set the script on a true/false kind of activation.) I got the idea of the 'true/false' thing from this script: Audio Encryption because it will only work when you set the encryption option to 'true'. Sort of like a one time thing.

Please don't worry about the final part though; if anything I could at least make two finished games and change the string it looks for. Then it's a little harder to crack! Plus, the things I have planned for the unlocked screen aren't terribly amazing so I don't expect people will want to skip ahead. XD

Thanks for checking it out! 
 

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Ok, that should do it. Everything should work how it ought to now. I've also added the functionality to set the position of the character on the "bonus map". Originally, I had assumed that the character was just spawning in the middle of the map, but after looking into it, I've realized that the character actually spawns at the exact coordinates of the "Player Starting Position" event, even if that's on a different map altogether. Anyways, that's been fixed, and you can set the position with absolute coordinates. The Map Id thing should be all better, and you shouldn't get any errors referring to Game_Player anymore. 

What I've done essentially, is tell the engine to start processing as if it's doing a new game, but rather than transfer to the normal starting map, it takes the player to the bonus scene map. Why I didn't do that to begin with is beyond me, and the fact that it was actually working with the way I had it set up to begin with is also beyond me. It really shouldn't have, but it did, so long as it was Map 2...  :|

Anyways, enough of my rambling. The original demo link is still the one to use. Let me know if it works for you now!

As a side note, I've been thinking about it: redoing the order of the commands on the title scene probably won't be as difficult as I originally thought. I'm all out of time to work on it tonight (I have a date), but I had already promised that I'd see what I can do over the weekend.
 

Wavelength

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First of all great work to Typhon for figuring this out!

I was inspired by the success you guys found in this thread since one of the features I was dreaming of for my own game was being able to carry data across saves and to the menu screen (for features similar to Tales of Graces' "battle challenges").  I wrangled with the File.load command for most of the evening, but finally got it working.

I was able to create new categories of data that get written to the Save File itself, and can be read on the Title Screen (or anywhere else) and evaluated to do things like determine whether to show a command like New Game +.  No need for extra files or password entries.

Avalon, let me know if you would prefer this approach, and I'd be happy to send over the script and show you how to adapt it to your game.  (Typhon if you'd have any use for it of course I'd be happy to send it your way as well.)  If you like the passwords system better, well, no skin off my beak, d00d - I was able to get over one of the biggest hurdles in my own work.  So thanks for that!

 
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Ok, that should do it. Everything should work how it ought to now. I've also added the functionality to set the position of the character on the "bonus map". Originally, I had assumed that the character was just spawning in the middle of the map, but after looking into it, I've realized that the character actually spawns at the exact coordinates of the "Player Starting Position" event, even if that's on a different map altogether. Anyways, that's been fixed, and you can set the position with absolute coordinates. The Map Id thing should be all better, and you shouldn't get any errors referring to Game_Player anymore. 

What I've done essentially, is tell the engine to start processing as if it's doing a new game, but rather than transfer to the normal starting map, it takes the player to the bonus scene map. Why I didn't do that to begin with is beyond me, and the fact that it was actually working with the way I had it set up to begin with is also beyond me. It really shouldn't have, but it did, so long as it was Map 2...  :|

Anyways, enough of my rambling. The original demo link is still the one to use. Let me know if it works for you now!

As a side note, I've been thinking about it: redoing the order of the commands on the title scene probably won't be as difficult as I originally thought. I'm all out of time to work on it tonight (I have a date), but I had already promised that I'd see what I can do over the weekend.
Great!

I've uploaded the script to the project and it works out fine. The transfer is to the right location and map! Hopefully there won't be future errors with it. Don't worry about the rambling, I find it really interesting; it makes sense too! One of these days I should try learning Ruby, it'd save you guys headaches. (I'll just have my own XD) 

If you do get some time to work on it this weekend, I'd love to see it! It would be really useful if it could become a thing instead of an idea, but don't worry if it's too messy in the end! You've already done so much! 

Ah, and lots of luck on your date! The good karma from helping others is bound to stack up. XD

First of all great work to Typhon for figuring this out!

I was inspired by the success you guys found in this thread since one of the features I was dreaming of for my own game was being able to carry data across saves and to the menu screen (for features similar to Tales of Graces' "battle challenges").  I wrangled with the File.load command for most of the evening, but finally got it working.

I was able to create new categories of data that get written to the Save File itself, and can be read on the Title Screen (or anywhere else) and evaluated to do things like determine whether to show a command like New Game +.  No need for extra files or password entries.

Avalon, let me know if you would prefer this approach, and I'd be happy to send over the script and show you how to adapt it to your game.  (Typhon if you'd have any use for it of course I'd be happy to send it your way as well.)  If you like the passwords system better, well, no skin off my beak, d00d - I was able to get over one of the biggest hurdles in my own work.  So thanks for that!

Hello Wavelength!

Thanks for the extra help, although the work you're describing reminds me of Yanfly's Newgame + script. While the features do sound useful, my goal for this new menu option is not to carry over any extra data (such as stats, levels, or items) but to be an unlocked main menu option that will take the player to a screen (in this case a map though!) where they can input a password to take them (or Transfer to yet another new map) to a new "mini story" 

Unless I'm misunderstanding the features. It would show a new option in the savegame menu? Or it would change something in the savegame file itself that the main menu would pick up, thus showing a new option in the main menu once the game reaches the certain point and is saved?

If it's something like the latter, it does sound like it could be worth a shot and I'd be open to trying it. But, I'd really hate for Typhoon's work to go to waste so I'm not sure what to do... >.<" If anything, I'd love to see your finished product, I have a friend who may want to use that feature, if you manage to get it to function! :D

Ah, and I apologize for my incompetence if the functions of your script has just flown over my head. I've been up literally all night in one of my crazy binge-RPG Maker project work periods. (@.@ )

On a quick, off-topic note. I love the Prinny reference. Kudos to you! :)  
 

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@ Wavelength

I was inspired by the success you guys found in this thread since one of the features I was dreaming of for my own game was being able to carry data across saves and to the menu screen (for features similar to Tales of Graces' "battle challenges").  I wrangled with the File.load command for most of the evening, but finally got it working.
Well good for you! I find it kind of invigorating after I put one of my ideas into code, and it actually comes together. I'm glad that you've had some success! May you have many more in the near future! 

If you wouldn't mind sending me a copy, I'd really like to see what you have done. Seeing other people's work has always been an interest of mine. I like to see how different people go about achieving similar results, and your script sounds like it would be incredibly useful. Quick question: does it work with the Madoka Title Screen script, as mentioned in the OP?

Anyways, keep up the great work!

@Ava

(I hope you don't mind the abbreviation...) I'm glad that the script is (finally) working for you. When I checked my email this morning, I thought "Oh no... There's another problem!" Haha, seriously, it's fine though. I enjoy scripting enough that the squabbles of debugging are outweighed by the joys of creation. This particular project has helped me to learn not only to make sure that I include my modules within the classes that need them,  :p   But also how to read scripts written by others, and to shape them into something that they weren't before. I guess it helps a lot that MogHunter's code was clean and very readable (despite all the comments being in Japanese (Actually, all the comments are Portuguese, but the default scripts are commented in Japanese)  :|  ), but I still believe that I have learned from this experience.

Anyways, I'll just say this as bluntly as I can. If you find another script that suits your needs that you would rather use, I want you to use it. It could be for any reason, and I won't be offended in the slightest. The biggest reason that I'm here was because I wanted to see if I could write some code to do exactly what you described in your post. I'm satisfied with my work, whether it gets used or not, so I cannot complain,  ;)  

I'll still work on that stuff over the weekend for you, so long as you'd still like me to do so. I better get to bed soon though, as I get to tear my car apart tomorrow morning,  >_>  
 
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@ Wavelength

Well good for you! I find it kind of invigorating after I put one of my ideas into code, and it actually comes together. I'm glad that you've had some success! May you have many more in the near future! 

If you wouldn't mind sending me a copy, I'd really like to see what you have done. Seeing other people's work has always been an interest of mine. I like to see how different people go about achieving similar results, and your script sounds like it would be incredibly useful. Quick question: does it work with the Madoka Title Screen script, as mentioned in the OP?

Anyways, keep up the great work!

@Ava

(I hope you don't mind the abbreviation...) I'm glad that the script is (finally) working for you. When I checked my email this morning, I thought "Oh no... There's another problem!" Haha, seriously, it's fine though. I enjoy scripting enough that the squabbles of debugging are outweighed by the joys of creation. This particular project has helped me to learn not only to make sure that I include my modules within the classes that need them,  :p   But also how to read scripts written by others, and to shape them into something that they weren't before. I guess it helps a lot that MogHunter's code was clean and very readable (despite all the comments being in Japanese,  :|  ), but I still believe that I have learned from this experience.

Anyways, I'll just say this as bluntly as I can. If you find another script that suits your needs that you would rather use, I want you to use it. It could be for any reason, and I won't be offended in the slightest. The biggest reason that I'm here was because I wanted to see if I could write some code to do exactly what you described in your post. I'm satisfied with my work, whether it gets used or not, so I cannot complain,  ;)  

I'll still work on that stuff over the weekend for you, so long as you'd still like me to do so. I better get to bed soon though, as I get to tear my car apart tomorrow morning,  >_>  
Ah, I can appreciate that feeling! Although, for me it's with big events like chase systems or working common events. Perhaps not quite the same though. The closest I've ever gotten to a script is using Atelier's Animated title screen to include a command to get to a Gallery script and a Music box script. Even then the music box wouldn't work since it has no way of checking for unlocked music or graphics. OTL

-And no worries on the abbreviation Ty (Now it's my turn to hope you don't mind!) many of my friends use that too!

Thank you for the blunt reply Ty. I'm glad to know you wouldn't be offended if I were to use something else. In this case would like to try your script @Wavelength, and see if it would work! 

But, until then I'm sticking to the original script. And, if it's not too much trouble for you Ty, it would be awesome if you could look into working on the extra stuff. Even if I don't end up using it, I'm sure someone might want to! \(.w. )/

Gee though, tearing your car apart. Sounds both fun and troublesome! I ought to sleep too though, I'm supposed to wake up early to help volunteer but I'm sure I'll be sleeping in the corner now. Still, it's what I get for staying up late to work on RPG's and watch Youtube videos. XD
 

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Ok, I spent some time on it, just as I promised. I wasn't able to re-position the commands as they appear (yet), but I did get a different solution as far as marking the game complete goes. Wavelength gave me an idea in his post, and I re-wrote most of the stuff that I had. Now, there is a switch dedicated to determine whether or not that "bonus scene" option should appear in the title menu. When the title menu starts up, all of the save files are checked to determine whether any of them have been "marked", that is, whether any of them were saved with that special switch in the ON position after installing the script. If any such mark is found in any of the save files, then the title will display the new option. No external files necessary. I also re-wrote the instructions at the top of the script to better fit the script as it is now.

Please keep in mind, any save files that have that special switch set to the "ON" position BEFORE you install this script will not register as being "marked", and thus will not be sufficient to get the unlockable option on the title menu. Likewise, if for some reason you decide to change the switch AFTER installing the script, but you've already made some save files that have been marked by the previous switch, those save files will still register as being marked until they are either saved over, or deleted.

As before, the updated script/demo can be found at the original link in my first post.

I've got to run, but before I do, I must ask this question: Is it absolutely imperative that you have the order of the title commands changed? If it's something you really really want to happen, then I can do it. I know what I have to do to get it done, I'm just afraid that I might break everything else in the process,  >_>
 
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Ok, I spent some time on it, just as I promised. I wasn't able to re-position the commands as they appear (yet), but I did get a different solution as far as marking the game complete goes. Wavelength gave me an idea in his post, and I re-wrote most of the stuff that I had. Now, there is a switch dedicated to determine whether or not that "bonus scene" option should appear in the title menu. When the title menu starts up, all of the save files are checked to determine whether any of them have been "marked", that is, whether any of them were saved with that special switch in the ON position after installing the script. If any such mark is found in any of the save files, then the title will display the new option. No external files necessary. I also re-wrote the instructions at the top of the script to better fit the script as it is now.

Please keep in mind, any save files that have that special switch set to the "ON" position BEFORE you install this script will not register as being "marked", and thus will not be sufficient to get the unlockable option on the title menu. Likewise, if for some reason you decide to change the switch AFTER installing the script, but you've already made some save files that have been marked by the previous switch, those save files will still register as being marked until they are either saved over, or deleted.

As before, the updated script/demo can be found at the original link in my first post.

I've got to run, but before I do, I must ask this question: Is it absolutely imperative that you have the order of the title commands changed? If it's something you really really want to happen, then I can do it. I know what I have to do to get it done, I'm just afraid that I might break everything else in the process,  >_>
Well, I've plopped it in the project and adjusted the switch and map numbers to an unused switch and the previous #54 map. I saved a file with the proper switch on but it didn't seem to pick it up in the save file so the option didn't show up in the menu. >.< I don't get any errors though, it just doesn't appear in the menu... I tried a different switch and new map in the project but it still didn't work. >n<" 

I seems to work fine in your demo though, so I guess it's my project that's derping it up. :| I'm not sure what to do about that.... What would you suggest? I could bundle up the file to send to you if you'd like to look at it. (The file's got a large amount of scripts in it, I've been sorting through scripts to use before doing real work on the game, aha.) The file check worked okay at least, so if not the switch at least the text file will work?

Concerning the menu option, it's not imperative at all! It's really just for aesthetic purposes, since I find that a game over should be a last option, a bonus command before it (So people would ghost over it when aiming to shut down the game. Might catch others eyes, despite the game prompting that there's a new option in the menu. xD Some people don't read what's after the credits.) It's okay if it's troublesome, please don't worry about it! If you want the challenge of trying though, I'm not against it. ;)  

Thanks again for your continued support Ty! ^.^
 

typhon01

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Really?  :distrust: Why don't you send me your project file if you don't mind, and I'll do some testing with it. Just over PM would be fine. We'll get to the bottom of this! 
 
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I'm replying to your PM here just for the topic's sake! ^.^"

I hope this is okay!

I've tried out your suggestion, moving the script below Yanfly's Save System seemed to do the trick. It's working fine, far as I can see! (^7^ ) 

Thank you so much for this, it's the last script I needed before I could start my work on the actual project. 

Concerning the location of the menu options (Being before the "Game Over" option), if you do want to try to tackle it, you're welcome to, but a it is now it's functioning just fine! 
 

typhon01

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Sweet. I'm glad that worked for you. Yeah, Yanfly's Save System re-writes a method that mine aliases. Essentially, if his is below mine, then all of the code that I added in to save the switch to the save file gets overwritten, whereas when my script is below his, all of his code remains intact while mine gets added to it. 

Anyways, I do know what I have to do to re-order the commands on the list, but I'm going to take a small break from Ruby for the time being. I'll just upload the final project when it's done, and let you know.
 

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