KJustSave - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +--- Thread: KJustSave (/thread-8867.html) Pages:
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KJustSave - kyonides - 12-02-2023 KJustSave
XP + VX + ACE
by Kyonides
Introduction Do you need a simple save file manager to handle your saved games? Then this might be the right script for you! It will let you save and load your saved games. Don't forget to set the value of the SAVE_ITEM_ID to 0 if your game doesn't need any item to be consumed before the player can save the game file as usual. Screenshots
4 Snapshots Terms & Conditions Free for ANY game. Due credit is mandatory! That's it, guys! RE: KJustSave - kyonides - 12-02-2023 Script Has Been Ported to All RGSS-Based Engines!
I know that I just posted a VX ACE script a couple of hours ago, but I couldn't get some sleep if I didn't port my script to the rest of the RGSS engines as well. Now you can download the demos and test my script as many times as deemed necessary. RE: KJustSave - kyonides - 12-02-2023 Minor Maintenance Update
In order to improve the backwards compatibility with your old saved games, I have uploaded 3 new demos with version 1.0.2 of my simple save game menu script included there. I hope this will let you still use those old saved files, but it will not show any party leader's name nor the current location till you replace them with a new saved game. RE: KJustSave - kyonides - 12-02-2023 All 3 Scripts Have Been Improved Once Again!
After considering adding a new featurette to my script, I have implemented a simple way to add a "found" and "not found" saved game icon to every single line of text drawn on screen. Just take a look at the screenshot!
That icon is fully customizable, just in case you didn't know that.
By the way, the backdrop shadow you can see below is totally optional. RE: KJustSave - kyonides - 12-04-2023 Minor Update for All RGSS-Based Engines!
From now on, the saved file now saves not the map's name but its ID instead. This improves its compatibility with any language scripts you might be using in your game project. It can also allow you to save a specific set of switches in that header to make it easy to read the selected saved file's language in no time while loading the Load scene. RE: KJustSave - DerVVulfman - 12-04-2023 Just acquired the XP demo... I started it, grabbed the three potions from the chest, then attempted to save: Script 'KJustSave XP' line 185: NameError occurred.
undefined local variable or method 'width' for #<KJustSave::HelpSprite:0x41135f0> RE: KJustSave - kyonides - 12-04-2023 Maintenance Update!
Well, it seems that the error reported by the Wulfo was present in both RMXP and RMVX so I have uploaded 3 brand new demos with the bug fix included. I suspect that it didn't affect RMVX ACE at all, yet, I preferred to add the fix just in case. RE: KJustSave - DerVVulfman - 12-04-2023 Just acquired the NEXT demo. Started... Acquired the 3 potions from the chest... opened the main menu... opened the Save menu which noted the 3 potions... Hit [Enter/Select] to save: Script 'KJustSave XP' line 329: NameError occurred.
undefined local variable or method 'hour' for #<Scene_Save:0x412d18> I suggest a complete play-through of all save/load features if so much changed since inception. RE: KJustSave - kyonides - 12-04-2023 Another Maintenance Update!
After double checking the RMXP and RMVX demos, I noticed that I had left the playtime settings on a different method than the one originally intended for it to be read. I also found out that some values were not properly stored in the header local variable so I changed the methods in both ports and upgraded the header to an instance variable. Now the XP and VX demos should run smoothly. VX ACE also had a minor update but it seems it wasn't desperately needed as it was the case in previous iterations of the RM engine. RE: KJustSave - DerVVulfman - 12-04-2023 XP & VX: |