I just wanna tell you guys that I made a last minute purchase.
The problem is that I doubt that I'll ever be able to fully exploit all of my new resources.
"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.
In my case that wouldn't be a nice feeling at all. I'd just get dizzy just because.
Even if I announced earlier this month that I was working on a specific script, I ended up freezing it because there's another idea I wanna try first. Yeah, I know. Surprise, surprise!
This other script of mine is entitled Heroik Fusion XP.
This piece of code should allow heroes to fuse alias replace some number of battlers with a single battler or actor. What it means is that this is not a typical "change a hero's appearance" script but an actual replacement. A temporary one indeed.
So far I managed to hide all heroes listed in the fusion skill's array, but you're still able to check their stats on screen. What a mess! And nope, the new hero has not entered the battle as of yet. I've been waiting for that guy to show up for two days now!
"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.
I forgot I'd finished a video showcasing the Apophis Laboratory events.
Well, two of the three. All three are done, but I only showcase the first two!
Upon a Mad Asteroid
This is one of the very rare instances where you get to meet Mad E. Lin prior to Disk 3.
Pjcr
Our sad boi is back in the fray, and while he has a lot to get me yet this fortnight, he did manage some things!
The Choleptoroi Female and Kiet Marx portraits have been delivered!
More to come soon!
But, that's not all!
Xiie
Yes! Xiie is back, and with a vengeance. While she has only done one sprite so far, it renews my enthusiasm to see her stunning ability at the craft finally realized again.
It's Anathema, the dancer who steals time! Her next sprite will be for Kyu Lawlis and the other funny goobers of that troupe who have really dire need of sprites!
Is that so? Odd. Oh, nevermind. I just copied and pasted all the files from the data folder into a copy of my project and that seemed to fix the issue.
When you play a new game, both switches and variables get their default values. Before that specific moment there's no real need to create anything like that.
When you load a saved game, you end up retrieving the old switches and variables you had last time you played it.
That is also valid for self switches because it's also a global variable that would disappear if the saved game had not included it from the very beginning.
"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.
09-14-2024, 01:56 PM (This post was last modified: 09-14-2024, 01:58 PM by DerVVulfman.)
(09-13-2024, 10:38 PM)Steel Beast 6Beets Wrote: Quick question: in which RMXP .rxdata files are switches and variables stored?
Kyonides is correct. And for clarification, here are two sections of the default scripts:
Within the 'write_save_data' method of Scene_Save
# Save magic number
# (A random value will be written each time saving with editor)
$game_system.magic_number = $data_system.magic_number # Write each type of game object Marshal.dump($game_system, file) Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Within the 'read_save_data' method of Scene_Load
# Read frame count for measuring play time Graphics.frame_count = Marshal.load(file) # Read each type of game object[/color] $game_system = Marshal.load(file) $game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file) # If magic number is different from when saving
# (if editing was added with editor) if $game_system.magic_number != $data_system.magic_number
The values highlighted in red are obviously your switches and variables, and are stored within your save game. The other values stored and loaded cover the condition of your actors, map position, and other data. And unless you're extremely good at scripting, its usually not good to touch these methods to add new data objects with their own tracking data.
However, I highlighted $game_system in pink... because its a usual go-to for scripters to add data into the Game_System class for custom script configuration values and feature-controlling data.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)