Posts: 11,229
Threads: 648
Joined: May 2009
The save/load system assumes that you are resuming a game into the map. That is, it would switch from the Scene_Load class and move into Scene_Map.
In Scene_Load, there is a method called 'on_decision' which actively opens the chosen game file, opens it, and then goes to the map. But that it needed to read the file first may be the key. If the file opened indicated that the save was during battle.... that may be one of the keys.
Within Game_Temp, there is a flag called 'in_battle', which turns on/off some features in-game, such as removing weapons and armor from the item list so you don't have weapons to click in battle. If such a flag could be added to the 'Game_System' class, that could be helpful, basically duplicating the condition of the Game_Temp 'in_battle' flag. With that, you could have if $game_system.in_battle (RUN BATTLE).... if you get the drift.
However, when you enter battle, systems reset. So the issue would be a rework of the 'main' class of Scene_Battle to allow loading. Scene_Map's main method doesn't load fun stuff like events, event flags, but instead this being Game_Map and game variables and switches reloaded. Scene_Battle loads/resets values like turns and the enemies when started. So that needs to be handled too, likely as a rewrite of the main class.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 449
Threads: 18
Joined: Sep 2015
Uhh that sounds quite complicated.
I think I will stay away from that first of all.
At least I made myself a Autosave script which saves the game every 5 minutes while walking around and regularly in menus to prevent the annoying game crashes I get from time to time.
Posts: 451
Threads: 15
Joined: Feb 2021
Been making huge headway with Fantasia Demo 3, now completed main story with the exception of a good few boss battles and an event.
I've also spent some time remastering old cutscenes and making new ones.
Want to see? Very well, then~
Fantasia Scene 06: Playthings No More!
Fantasia Scene 08: To the Estranged Earth
Fantasia Scene 10: Resurface of Traumatism (Previously Amychophobia)
Fantasia Scene 17: Shadowed Quasiroyal
Fantasia Scene 18: Unleash the Inferno
Fantasia Scene 19: Power
Posts: 4,606
Threads: 543
Joined: Dec 2009
(05-16-2021, 08:06 AM)Melana Wrote: Uhh that sounds quite complicated.
I think I will stay away from that first of all.
At least I made myself a Autosave script which saves the game every 5 minutes while walking around and regularly in menus to prevent the annoying game crashes I get from time to time.
Or you could save the game before that battle in a temporary file, of course. You can guess what would happen if they don't defeat the mob or boss.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Posts: 449
Threads: 18
Joined: Sep 2015
That would be too mean but it auto-saves after every battle now.
Posts: 11,229
Threads: 648
Joined: May 2009
(05-19-2021, 04:44 PM)Melana Wrote: That would be too mean but it auto-saves after every battle now. I'm curious. Do you have it so autosave is separate from the player's intentional save?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 449
Threads: 18
Joined: Sep 2015
It's a separated file for the auto-saves so it can't happen that you will "softlock" your save in a really bad situation by accident.^^
Posts: 451
Threads: 15
Joined: Feb 2021
The final large scale cinematic remaster is well underway.
Protégé of Naamah
Yes, the music in the last bit is place holder. Just a few things to go.
Posts: 4,606
Threads: 543
Joined: Dec 2009
I think I'm in the middle of a developer's block. I dunno how the army scene of KLords of XP should look like.
Got any suggestions, guys?
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Posts: 494
Threads: 9
Joined: Sep 2013
I ran into what I assume is a bug when testing my game.
Some time ago, I was looking for a script that would allow me to break the parameter caps of my project. I plan to use it along it some events that, for example, increment the max HP of the team by 20% done via variables. Now, I noticed that using the Recover All Entire Party command negates the bonus.
For example: a character has 9735 HP at level 99. Using the increment event will bump it to 11682 HP thus breaking the cap. Using the Recover All: Entire Party command will cause the HP to go back to the original total. There's no problem using the Change HP command at least.
I had to change both the inns and the save crystals to deal with this.
|