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  • "Grinsender Albtraum" started this thread

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

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1

Wednesday, August 26th 2015, 9:03pm

Autosave-Script anpassen

Hallo, liebe Damen und Herren, ich brauche mal wieder einen Script :D
Bzw. dieses mal würde es reichen, wenn ein Script meinen Bedürfnissen angepasst werden würde...

Ich würde gern einen Autosave Script verwenden, der bei jedem Map Transfer automatisch speichert. Ist an sich ja nicht schwer zu finden sowas, nur leider verwende ich derzeit einen anderen Script, der mein Speichermenü erweitert (natürlich nicht um eine Autosave Funktion... -.-), sodass ich einen zweiten Script dafür nicht benutzen kann.
Ich würde nur sehr ungern auf meinen jetzigen Script verzichten, da ich ihn schon sehr nach meinen Bedürfnissen angepasst habe, daher würde ich es mehr als nur genial finden, wenn mir jemand den Autosave Script auf diesen "zuschneiden" könnte.
Unten könnt ihr die beiden Scripts finden, die ich meine:

Hier der Script, den ich bisher benutze (ohne Autosave)
Spoiler

Ruby Source code

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#==============================================================================
# 
# ?\ Yanfly Engine Ace - Ace Save Engine v1.03
# -- Last Updated: 2012.07.22
# -- Level: Normal
# -- Requires: n/a
# 
#==============================================================================
 
$imported = {} if $imported.nil?
$imported["YEA-SaveEngine"] = true
 
#==============================================================================
# ?\ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.22 - Fixed: Location Drawing.
# 2012.01.23 - Anti-crash method added for removed maps.
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.26 - Started Script and Finished.
# 
#==============================================================================
# ?\ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a new save interface for the player. Along with a new
# interface, the player can also load and delete saves straight from the menu
# itself. This will in turn make the save command from the Main Menu always
# available, but the save option within the new save menu will be enabled
# depending on whether or not it is allowed or disallowed. From the interface,
# the player is given more information regarding the save file including the
# the location the player saved at, the amount of gold available, and any
# variables that you want to show the player as well.
# 
#==============================================================================
# ?\ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ?\ Materials/ef?T but above ?\ Main. Remember to save.
# 
# For first time installers, be warned that loading this script the first time
# may not display all information in the status window for save files made
# before the installation of this script. To remedy this, just load up the save
# and save the file again.
# 
#==============================================================================
# ?\ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
# 
#==============================================================================
 
module YEA
  module SAVE
 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Slot Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts how the slot window appears on the left side of the
    # screen. This also adjusts the maximum number of saves a player can make,
    # the way the slot names appear, and the icons used.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    MAX_FILES = 13         # Maximum saves a player can make. Default: 16
    SLOT_NAME = "Datei %s"  # How the file slots will be named.
 
    # These are the icons
    SAVE_ICON  = 117       # Icon used to indicate a save is present.
    EMPTY_ICON = 369       # Icon used to indicate an empty file.
 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Action Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts how the action window appears, the sound effect
    # played when deleting files, and what appears in the help window above.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ACTION_LOAD   = "Laden"           # Text used for loading games.
    ACTION_SAVE   = "Sichern"           # Text used for saving games.
    ACTION_DELETE = "Löschen"         # Text used for deleting games.
    DELETE_SOUND  = RPG::SE.new("delete", 100, 100) # Sound for deleting.
 
    # These text settings adjust what displays in the help window.
    SELECT_HELP = "Wähle einen Spielstand."
    LOAD_HELP   = "Lade diesen Spielstand."
    SAVE_HELP   = "Speichere diesen Spielstand."
    DELETE_HELP = "Löscht den Spielstand entgültig. Restlos!"
 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Status Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts how the status window appears in the middle of the
    # screen (that displays the game's data) such as the total playtime, total
    # times saved, total gold, the party's current location, and the variables
    # to be displayed.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    EMPTY_TEXT = "Keine Daten"      # Text used when no save data is present.
    PLAYTIME   = "Spielzeit: "          # Text used for total playtime.
    TOTAL_SAVE = "Stand: "     # Text used to indicate total saves.
    TOTAL_GOLD = ""      # Text used to indicate total gold.
    LOCATION   = "Standort: "        # Text used to indicate current location.
 
    # These variables will be shown in each of the two columns for those who
    # would want to display more information than just what's shown. Input the
    # variables into the arrays below to designate what data will be shown.
    COLUMN1_VARIABLES = [1, 3, 5]
    COLUMN2_VARIABLES = [2, 4]
 
  end # SAVE
end # YEA
 
#==============================================================================
# ?\ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
 
#==============================================================================
# ?! Icon
#==============================================================================
 
module Icon
 
  #--------------------------------------------------------------------------
  # self.save_icon
  #--------------------------------------------------------------------------
  def self.save_icon; return YEA::SAVE::SAVE_ICON; end
 
  #--------------------------------------------------------------------------
  # self.empty_icon
  #--------------------------------------------------------------------------
  def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
 
end # Icon
 
#==============================================================================
# ?! Numeric
#==============================================================================
 
class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
 
end # Numeric
 
#==============================================================================
# ?! DataManager
#==============================================================================
 
module DataManager
 
  #--------------------------------------------------------------------------
  # overwrite method: savefile_max
  #--------------------------------------------------------------------------
  def self.savefile_max
    return YEA::SAVE::MAX_FILES
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.make_save_header
  #--------------------------------------------------------------------------
  def self.make_save_header
    header = {}
    header[:characters]    = $game_party.characters_for_savefile
    header[:playtime_s]    = $game_system.playtime_s
    header[:system]        = Marshal.load(Marshal.dump($game_system))
    header[:timer]         = Marshal.load(Marshal.dump($game_timer))
    header[:message]       = Marshal.load(Marshal.dump($game_message))
    header[:switches]      = Marshal.load(Marshal.dump($game_switches))
    header[:variables]     = Marshal.load(Marshal.dump($game_variables))
    header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
    header[:actors]        = Marshal.load(Marshal.dump($game_actors))
    header[:party]         = Marshal.load(Marshal.dump($game_party))
    header[:troop]         = Marshal.load(Marshal.dump($game_troop))
    header[:map]           = Marshal.load(Marshal.dump($game_map))
    header[:player]        = Marshal.load(Marshal.dump($game_player))
    header
  end
 
end # DataManager
 
#==============================================================================
# ?! Window_MenuCommand
#==============================================================================
 
class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # overwrite method: save_enabled
  #--------------------------------------------------------------------------
  def save_enabled; return true; end
 
end # Window_MenuCommand
 
#==============================================================================
# ?! Window_FileList
#==============================================================================
 
class Window_FileList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy, 128, Graphics.height - dy)
    refresh
    activate
    select(SceneManager.scene.first_savefile_index)
  end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return DataManager.savefile_max; end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    header = DataManager.load_header(index)
    return false if header.nil? && SceneManager.scene_is?(Scene_Load)
    return true
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    header = DataManager.load_header(index)
    enabled = !header.nil?
    rect = item_rect(index)
    rect.width -= 4
    draw_icon(save_icon?(header), rect.x, rect.y, enabled)
    change_color(normal_color, enabled)
    text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
    draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # save_icon?
  #--------------------------------------------------------------------------
  def save_icon?(header)
    return Icon.empty_icon if header.nil?
    return Icon.save_icon
  end
 
end # Window_FileList
 
#==============================================================================
# ?! Window_FileStatus
#==============================================================================
 
class Window_FileStatus < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy, file_window)
    super(dx, dy, Graphics.width - dx, Graphics.height - dy)
    @file_window = file_window
    @current_index = @file_window.index
    refresh
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return if @file_window.index < 0
    return if @current_index == @file_window.index
    @current_index = @file_window.index
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    reset_font_settings
    @header = DataManager.load_header(@file_window.index)
    if @header.nil?
      draw_empty
    else
      draw_save_contents
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_empty
  #--------------------------------------------------------------------------
  def draw_empty
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(0, 0, contents.width, contents.height)
    contents.fill_rect(rect, colour)
    text = YEA::SAVE::EMPTY_TEXT
    change_color(system_color)
    draw_text(rect, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    change_color(system_color)
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    change_color(normal_color)
    draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_playtime
  #--------------------------------------------------------------------------
  def draw_save_playtime(dx, dy, dw)
    return if @header[:playtime_s].nil?
    reset_font_settings
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, YEA::SAVE::PLAYTIME, 0)
    change_color(normal_color)
    draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_total_saves
  #--------------------------------------------------------------------------
  def draw_save_total_saves(dx, dy, dw)
    return if @header[:system].nil?
    reset_font_settings
    change_color(system_color)
    text = YEA::SAVE::TOTAL_SAVE
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    change_color(normal_color)
    draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_gold
  #--------------------------------------------------------------------------
  def draw_save_gold(dx, dy, dw)
    return if @header[:party].nil?
    reset_font_settings
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
    text = Vocab::currency_unit
    draw_text(dx, dy, dw, line_height, text, 2)
    cx = text_size(text).width
    change_color(normal_color)
    text = @header[:party].gold.group
    draw_text(dx, dy, dw-cx, line_height, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_location
  #--------------------------------------------------------------------------
  def draw_save_location(dx, dy, dw)
    return if @header[:map].nil?
    reset_font_settings
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
    change_color(normal_color)
    cx = text_size(YEA::SAVE::LOCATION).width
    return if $data_mapinfos[@header[:map].map_id].nil?
    text = @header[:map].display_name
    text = $data_mapinfos[@header[:map].map_id].name if text == ""
    draw_text(dx+cx, dy, dw-cx, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_characters
  #--------------------------------------------------------------------------
  def draw_save_characters(dx, dy)
    return if @header[:party].nil?
    reset_font_settings
    make_font_smaller
    dw = (contents.width - dx) / @header[:party].max_battle_members
    dx += dw/2
    for member in @header[:party].battle_members
      next if member.nil?
      member = @header[:actors][member.id]
      change_color(normal_color)
      draw_actor_graphic(member, dx, dy)
      text = member.name
      draw_text(dx-dw/2, dy, dw, line_height, text, 1)
      text = member.level.group
      draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
      cx = text_size(text).width
      change_color(system_color)
      text = Vocab::level_a
      draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
      dx += dw
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_save_column1
  #--------------------------------------------------------------------------
  def draw_save_column1(dx, dy, dw)
    data = YEA::SAVE::COLUMN1_VARIABLES
    draw_column_data(data, dx, dy, dw)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_column2
  #--------------------------------------------------------------------------
  def draw_save_column2(dx, dy, dw)
    data = YEA::SAVE::COLUMN2_VARIABLES
    draw_column_data(data, dx, dy, dw)
  end
 
  #--------------------------------------------------------------------------
  # draw_column_data
  #--------------------------------------------------------------------------
  def draw_column_data(data, dx, dy, dw)
    return if @header[:variables].nil?
    reset_font_settings
    for variable_id in data
      next if $data_system.variables[variable_id].nil?
      change_color(system_color)
      name = $data_system.variables[variable_id]
      draw_text(dx, dy, dw, line_height, name, 0)
      value = @header[:variables][variable_id]
      if value.is_a? Numeric then value = value.group end
      change_color(normal_color)
      draw_text(dx, dy, dw, line_height, value, 2)
      dy += line_height
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_save_contents
  #--------------------------------------------------------------------------
  def draw_save_contents
    draw_save_slot(4, 0, contents.width/2-8)
    draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
    draw_save_total_saves(4, line_height, contents.width/2-8)
    draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
    draw_save_location(4, line_height*2, contents.width-8)
    draw_save_characters(0, line_height*5 + line_height/3)
    draw_save_column1(16, line_height*7, contents.width/2-48)
    draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
  end
 
end # Window_FileStatus
 
#==============================================================================
# ?! Window_FileAction
#==============================================================================
 
class Window_FileAction < Window_HorzCommand
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy, file_window)
    @file_window = file_window
    super(dx, dy)
    deactivate
    unselect
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; Graphics.width - 128; end
 
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return 3; end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return if @file_window.index < 0
    return if @current_index == @file_window.index
    @current_index = @file_window.index
    refresh
  end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    @header = DataManager.load_header(@file_window.index)
    add_load_command
    add_save_command
    add_delete_command
  end
 
  #--------------------------------------------------------------------------
  # add_load_command
  #--------------------------------------------------------------------------
  def add_load_command
    add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
  end
 
  #--------------------------------------------------------------------------
  # load_enabled?
  #--------------------------------------------------------------------------
  def load_enabled?
    return false if @header.nil?
    return true
  end
 
  #--------------------------------------------------------------------------
  # add_save_command
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
  end
 
  #--------------------------------------------------------------------------
  # save_enabled?
  #--------------------------------------------------------------------------
  def save_enabled?
    return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
    return false if SceneManager.scene_is?(Scene_Load)
    return false if $game_system.save_disabled
    return true
  end
 
  #--------------------------------------------------------------------------
  # add_delete_command
  #--------------------------------------------------------------------------
  def add_delete_command
    add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
  end
 
  #--------------------------------------------------------------------------
  # delete_enabled?
  #--------------------------------------------------------------------------
  def delete_enabled?
    return false if @header.nil?
    return true
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    case current_symbol
    when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
    when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
    when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
    end
  end
 
end # Window_FileAction
 
#==============================================================================
# ?! Scene_File
#==============================================================================
 
class Scene_File < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # overwrite method: start
  #--------------------------------------------------------------------------
  def start
    super
    create_all_windows
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: terminate
  #--------------------------------------------------------------------------
  def terminate
    super
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: update
  #--------------------------------------------------------------------------
  def update
    super
  end
 
  #--------------------------------------------------------------------------
  # new method: create_all_windows
  #--------------------------------------------------------------------------
  def create_all_windows
    create_help_window
    create_file_window
    create_action_window
    create_status_window
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: create_help_window
  #--------------------------------------------------------------------------
  def create_help_window
    @help_window = Window_Help.new
    @help_window.set_text(YEA::SAVE::SELECT_HELP)
  end
 
  #--------------------------------------------------------------------------
  # new method: create_file_window
  #--------------------------------------------------------------------------
  def create_file_window
    wy = @help_window.height
    @file_window = Window_FileList.new(0, wy)
    @file_window.set_handler(:ok, method(:on_file_ok))
    @file_window.set_handler(:cancel, method(:return_scene))
  end
 
  #--------------------------------------------------------------------------
  # new method: create_action_window
  #--------------------------------------------------------------------------
  def create_action_window
    wx = @file_window.width
    wy = @help_window.height
    @action_window = Window_FileAction.new(wx, wy, @file_window)
    @action_window.help_window = @help_window
    @action_window.set_handler(:cancel, method(:on_action_cancel))
    @action_window.set_handler(:load, method(:on_action_load))
    @action_window.set_handler(:save, method(:on_action_save))
    @action_window.set_handler(:delete, method(:on_action_delete))
  end
 
  #--------------------------------------------------------------------------
  # new method: create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    wx = @action_window.x
    wy = @action_window.y + @action_window.height
    @status_window = Window_FileStatus.new(wx, wy, @file_window)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_file_ok
  #--------------------------------------------------------------------------
  def on_file_ok
    @action_window.activate
    index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
    @action_window.select(index)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_action_cancel
  #--------------------------------------------------------------------------
  def on_action_cancel
    @action_window.unselect
    @file_window.activate
    @help_window.set_text(YEA::SAVE::SELECT_HELP)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_action_load
  #--------------------------------------------------------------------------
  def on_action_load
    if DataManager.load_game(@file_window.index)
      on_load_success
    else
      Sound.play_buzzer
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_load_success
  #--------------------------------------------------------------------------
  def on_load_success
    Sound.play_load
    fadeout_all
    $game_system.on_after_load
    SceneManager.goto(Scene_Map)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_action_save
  #--------------------------------------------------------------------------
  def on_action_save
    @action_window.activate
    if DataManager.save_game(@file_window.index)
      on_save_success
      refresh_windows
    else
      Sound.play_buzzer
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_save_success
  #--------------------------------------------------------------------------
  def on_save_success; Sound.play_save; end
 
  #--------------------------------------------------------------------------
  # new method: on_action_delete
  #--------------------------------------------------------------------------
  def on_action_delete
    @action_window.activate
    DataManager.delete_save_file(@file_window.index)
    on_delete_success
    refresh_windows
  end
 
  #--------------------------------------------------------------------------
  # new method: on_delete_success
  #--------------------------------------------------------------------------
  def on_delete_success
    YEA::SAVE::DELETE_SOUND.play
  end
 
  #--------------------------------------------------------------------------
  # new method: refresh_windows
  #--------------------------------------------------------------------------
  def refresh_windows
    @file_window.refresh
    @action_window.refresh
    @status_window.refresh
  end
 
end # Scene_File
 
#==============================================================================
# ?! Scene_Save
#==============================================================================
 
class Scene_Save < Scene_File
 
  #--------------------------------------------------------------------------
  # overwrite method: on_savefile_ok
  #--------------------------------------------------------------------------
  def on_savefile_ok; super; end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_save_success
  #--------------------------------------------------------------------------
  def on_save_success; super; end
 
end # help_window_text
 
#==============================================================================
# ?! Scene_Load
#==============================================================================
 
class Scene_Load < Scene_File
 
  #--------------------------------------------------------------------------
  # overwrite method: on_savefile_ok
  #--------------------------------------------------------------------------
  def on_savefile_ok; super; end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_load_success
  #--------------------------------------------------------------------------
  def on_load_success; super; end
 
end # Scene_Load
 
#==============================================================================
# 
# ?\ End of File
# 
#==============================================================================
highlight to read


Und hier der Autosave Script, den ich gefunden habe und dessen Speicherfunktion beim Maptransfer ich gern hätte (das Speichern beim Menü öffnen und beim Kampf muss ich nicht zwingend haben)
Spoiler

Ruby Source code

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#===============================================================================
#
# DT's Autosave
# Author: DoctorTodd
# Date (06/22/2012)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: Todd@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Saves the game when transferring the map, before battle,
# and opening the menu (all optional).
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
# Call using Autosave.call
#
#===============================================================================
#
# Free for any use as long as I'm credited.
#
#===============================================================================
#
# Editing begins 37 and ends on 50.
#
#===============================================================================
module ToddAutoSaveAce
 
	  #Max files (without autosave).
	  MAXFILES = 16
 
	  #Autosave file name.
	  AUTOSAVEFILENAME = "Autosave"
 
	  #Autosave before battle?
	  AUTOSAVEBB =  true
 
	  #Autosave when menu opened?
	  AUTOSAVEM =  true
 
	  #Autosave when changing map?
	  AUTOSAVETM =  true
	end
#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This is allows you to use the
# "Autosave.call" command.
#==============================================================================
 
module Autosave
  #--------------------------------------------------------------------------
  # * Call method
  #--------------------------------------------------------------------------
  def self.call
  DataManager.save_game_without_rescue(0)
end
end
#==============================================================================
# ** DataManager
#------------------------------------------------------------------------------
#  This module manages the database and game objects. Almost all of the
# global variables used by the game are initialized by this module.
#==============================================================================
 
module DataManager
  #--------------------------------------------------------------------------
  # * Maximum Number of Save Files
  #--------------------------------------------------------------------------
  def self.savefile_max
	return ToddAutoSaveAce::MAXFILES + 1
  end  
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
 
class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Preprocessing for Battle Screen Transition
  #--------------------------------------------------------------------------
  def pre_battle_scene
	Graphics.update
	Graphics.freeze
	@spriteset.dispose_characters
	BattleManager.save_bgm_and_bgs
	BattleManager.play_battle_bgm
	Sound.play_battle_start
  Autosave.call if ToddAutoSaveAce::AUTOSAVEBB
end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
	Sound.play_ok
	SceneManager.call(Scene_Menu)
	Window_MenuCommand::init_command_position
  Autosave.call if ToddAutoSaveAce::AUTOSAVEM
end
  #--------------------------------------------------------------------------
  # * Post Processing for Transferring Player
  #--------------------------------------------------------------------------
  def post_transfer
	case $game_temp.fade_type
	when 0
	  Graphics.wait(fadein_speed / 2)
	  fadein(fadein_speed)
	when 1
	  Graphics.wait(fadein_speed / 2)
	  white_fadein(fadein_speed)
	end
	@map_name_window.open
  Autosave.call if ToddAutoSaveAce::AUTOSAVETM
end
end
highlight to read
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

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2

Wednesday, August 26th 2015, 11:24pm

Im VX Ace kannst Du doch immer über das CallScript

Ruby Source code

1
DataManager.save_game( INDEX )
das Spiel speichern. Such dir einen Savefileindex aus, und setz entsprechendes Skript einfach vor den Eventbefehl zum Teleport. Ein Extra Skript braucht es dafür eigentlich nicht, wenn dieser Aufruf nicht automatisch erfolgen soll. (DoctorTodds Skript ist da etwas unnötig komplex gehalten.) Oder ist es nötig, dass der Aufruf automatisch erfolgt?

PS: Was mir gerade auffällt: Die Skripte sollten sich doch garnichts in Gehege kommen, warum fügst Du nicht einfach beide ein? Oder kommt ein Fehler? Wenn ja, welcher?

  • "Grinsender Albtraum" started this thread

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3

Thursday, August 27th 2015, 8:17pm

Jo, das mit dem Eventbefehl wär' schonmal ne Lösung, nur wäre es automatisiert natürlich praktischer.
So müsste ich jetzt im Nachhinein nicht jedes einzelne Teleport-Event bearbeiten.

Außerdem, kann ich damit sagen, dass er nicht in ein festgelegten Slot speichern soll, sondern in den, von dem man geladen hat? Sonst müsste ich ja sowas wie einen festen Autosave-Slot festlegen, was an sich ja nichts Schlimmes wär. Nur würde ich den dann gern sperren, sodass man über den manuellen Weg nicht dorthinein speichern kann.

Und ja, es kommt ein Fehler, sogar gleich direkt beim Start des Spiels (siehe Anhang. Der Script "Erweitertes Speichermenü" ist der von Yanfly)
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  • Unbenannt-1.jpg (65.06 kB - 10 times downloaded - latest: Aug 6th 2016, 10:57am)
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

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4

Thursday, August 27th 2015, 10:53pm

:wtf: Der Fehler besagt in deinem Game_Map Objekt wäre ein Objekt vom Typ Sprite enthalten. Speicherst Du in irgendeinem $game_map Attribut einen Sprite? Das kommt aber soweit ich sehe von keinem dieser beiden Skripte.

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5

Friday, August 28th 2015, 9:47pm

Wenn ich nun genau wüsste, was das bedeutet, könnte ich dir die Frage auch beantworten :D
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

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6

Friday, August 28th 2015, 9:58pm

Kommt der Fehler auch so, wenn Du die Scripte rauslässt aber direkt am Anfang speichern möchtest?
Dann wäre die Frage, was Du sonst noch für Scripte drin hast.

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7

Friday, August 28th 2015, 10:08pm

Nein, diesen Fehler hab ich sonst nie. Der kommt wirklich nur dann, wenn ich den Autosave Script einfüge.
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

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8

Friday, August 28th 2015, 10:10pm

Könntest Du eine Demo, wo der Fehler zu sehen ist, hier hochladen?

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9

Friday, August 28th 2015, 10:23pm

Ich stelle grad fest, dass es in einer Demo, mit nur den beiden Scripten, wunderbar klappt.
Ich habe bei meinem Spiel dann mal alle anderen Scripts nach und nach entfernt, aber den Fehler nicht wegbekommen. Der kommt wirklich nur dann, wenn der Autosave Script drin ist.

Ich glaube, ich werde die Variante mit dem Eventbefehl benutzen.
Ist es dann vielleicht möglich z. B. Slot 1 zu sperren, sodass der nicht manuell überschrieben werden kann und als Autosave-Slot dient?
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

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10

Friday, August 28th 2015, 10:38pm

Liegt es an der Map? Vielleicht macht ein Event via CallScript irgendwas.

Klar, man kann den ersten Slot sperren:

Ruby Source code

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#==============================================================================
# ** Scene_Save Erweiterung von Playm
#------------------------------------------------------------------------------
#  Sperrt den ersten Speicherslot, sodass manuell in diesen nichtmehr ge-
#  speichert werden kann.
#==============================================================================
class Scene_Save
  #--------------------------------------------------------------------------
  # * Alias
  #--------------------------------------------------------------------------
  alias_method( :org_on_savefile_ok_wo_frstexclsv, :on_savefile_ok )
  #--------------------------------------------------------------------------
  # * Confirm Save File
  #--------------------------------------------------------------------------
  def on_savefile_ok
    if @index == 0
      Sound.play_buzzer
      return
    end
    org_on_savefile_ok_wo_frstexclsv
  end
end

  • "Grinsender Albtraum" started this thread

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11

Saturday, August 29th 2015, 12:57pm

Ich glaub nicht, dass es an der Map liegt. Der Fehler kommt gleich, wenn ich Neues Spiel klicke und kein Event auf der ersten Map hat einen CallScript Befehl.

Was anderes: Der Script, um den 1. Saveslot zu sperren funktioniert leider nicht. Ich kann immernoch in jeden Slot manuell speichern.
Ich benutz nämlich immernoch das erweiterte Speichermenü von Yanfly. Liegt's vielleicht daran?

Edit: Und bei der Gelegenheit wärs vielleicht auch gar nicht so verkehrt, den ersten Saveslot auch umzubenennen, ich z. B. "Autosave", damit man weiß, warum man nicht dorthinein speichern kann ^^
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

This post has been edited 1 times, last edit by "Grinsender Albtraum" (Aug 29th 2015, 12:57pm)


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12

Saturday, August 29th 2015, 3:46pm

Vielleicht ein CommonEvent? Irgendetwas ruft hier DataManager.save_game oder DataManager.save_game_without_rescue auf.

Ich habe mein Skript nochmal angepasst, sodass es jetzt das Skript von Yanfly erweitert:
Spoiler

Ruby Source code

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#==============================================================================
# ** "Yanfly Engine Ace - Ace Save Engine" Erweiterung von Playm
#------------------------------------------------------------------------------
#  Sperrt den ersten Speicherslot, sodass manuell in diesen nichtmehr ge-
#  speichert werden kann.
#==============================================================================
# ** YEA::SAVE
#==============================================================================
module YEA
  module SAVE
    AUTOSAVE_NAME = "Autosave" # Displayname for first Slot
  end
end
#==============================================================================
# ** Window_FileList
#==============================================================================
class Window_FileList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    header = DataManager.load_header(index)
    enabled = !header.nil?
    rect = item_rect(index)
    rect.width -= 4
    draw_icon(save_icon?(header), rect.x, rect.y, enabled)
    change_color(normal_color, enabled)
    if index == 0
      text = YEA::SAVE::AUTOSAVE_NAME
    else
      text = sprintf(YEA::SAVE::SLOT_NAME,index.to_s)
    end
    draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
  end
end
#==============================================================================
# ** Window_FileStatus
#==============================================================================
class Window_FileStatus
  #--------------------------------------------------------------------------
  # * draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    change_color(system_color)
    if @file_window.index == 0
      draw_text(dx, dy, dw, line_height, YEA::SAVE::AUTOSAVE_NAME)
    else
      text = sprintf(YEA::SAVE::SLOT_NAME, "")
      draw_text(dx, dy, dw, line_height, text)
      cx = text_size(text).width
      change_color(normal_color)
      draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index).group)
    end
  end
end
#==============================================================================
# ** Window_FileAction
#==============================================================================
class Window_FileAction
  #--------------------------------------------------------------------------
  # * Alias
  #--------------------------------------------------------------------------
  alias_method( :org_save_enabled_wo_frstexclsv, :save_enabled? )
  #--------------------------------------------------------------------------
  # * save_enabled?
  #--------------------------------------------------------------------------
  def save_enabled?
    return false if @file_window.index == 0
    org_save_enabled_wo_frstexclsv
  end
end
highlight to read

  • "Grinsender Albtraum" started this thread

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

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13

Saturday, August 29th 2015, 4:42pm

Jetzt bekomme ich einen anderen Fehler in deinem Script... (siehe Anhang)

Muss ich den Script denn in eine eigene Sparte kopieren oder unter dem Script von Yanfly anhängen? Ich hab beides probiert und bei beidem kam der Fehler.

Und nein, ich habe kein Common Event, welches einen dieser Befehle ausführt oder irgendwie das Speichern in einer Art und Weise prüft / kontrolliert / steuert. Zumindest gehe ich davon aus ^^ Es sind überwiegend welche, die Variabeln steuern oder das Equipment des Actors prüfen.
Grinsender Albtraum has attached the following file:
  • Unbenannt-1.jpg (61.54 kB - 8 times downloaded - latest: Aug 6th 2016, 10:58am)
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

RPG Studio Webmaster

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14

Saturday, August 29th 2015, 4:47pm

Upps, hatte mich bei einer Konstante vertan. Script oben ist ausgetauscht, sollte jetzt gehen.

  • "Grinsender Albtraum" started this thread

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

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15

Saturday, August 29th 2015, 9:09pm

Yo, jetzt funktionierts prima, danke! :thumbsup:
Dann werd ich mich mal dran machen, und bei jedem Teleport den Eventbefehl einzufügen. Danke für die Hilfe :hi:
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

  • "Grinsender Albtraum" started this thread

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

  • Send private message

16

Saturday, September 5th 2015, 8:23pm

Mööp! Ich muss leider wieder ein Problem hier anmelden :/
Es funktioniert zwar prima, dass der erste Saveslot jetzt gesperrt ist und "Autosave" heißt, nur leider haut das mit dem Scriptbefehl

Ruby Source code

1
DataManager.save_game( INDEX )


Nicht so ganz hin...
Ich habe versucht, verschiedene Werte als Index zu benutzen (0 bis 13, da ich durch den Save-Script ja nun jetzt 13 Slots habe), aber er hat in keinen Slot gespeichert.

Kann es sein, dass dieser Script den Befehl überschreibt / ersetzt / blockiert?
Und wenn ja, kann man den wieder aktivieren?
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

RPG Studio Webmaster

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17

Wednesday, September 9th 2015, 7:48pm

Ne, sollte eigentlich laufen. Probier mal:

Ruby Source code

1
msgbox_p( DataManager.save_game( INDEX ) )
Wird dir da false zurückgegeben?

  • "Grinsender Albtraum" started this thread

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

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18

Wednesday, September 9th 2015, 8:07pm

Ja wird. Und zwar egal, welchen Wert ich für den Index angebe.
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

Playm

RPG Studio Webmaster

  • Send private message

19

Wednesday, September 9th 2015, 8:14pm

Dann ruf mal

Ruby Source code

1
DataManager.save_game_without_rescue(index)
auf, dann bekommst Du die Fehlermeldung ausgegeben. Mal sehen, was das Problem ist.

  • "Grinsender Albtraum" started this thread

Motto: Menschen sind doof, Tiere sind doof, Pflanzen sind doof... Steine sind okay.

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20

Thursday, September 10th 2015, 9:05pm

Fehler im Anhang
Grinsender Albtraum has attached the following file:
  • Unbenannt-1.jpg (63.05 kB - 3 times downloaded - latest: Sep 12th 2015, 2:43pm)
Was lebt, das kann man töten. Was tot ist, das kann man essen.
--------------------------------------------------------------------------
:map: Mapping: :star::star::star::star::star:
:compile: Scripting: :star-empty::star-empty::star-empty::star-empty::star-empty:
:system-monitor: Event: :star::star::star::star::star:
:doc: Story: :star::star::star::star::star-empty:
:pencil: Zeichnen: :star::star::star::star::star:
:palette: Pixeln: :star::star::star-half::star-empty::star-empty:
:music-beam-16: Musik & Sounds: :star::star::star::star-empty::star-empty:
--------------------------------------------------------------------------
Bevorzugter Maker: :ace:
Ebenfalls im Besitzt: :rmxp: :rmvx: :rmmv:

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