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Author Topic: [XP] Temp Save v2.1  (Read 3141 times)
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« on: February 24, 2008, 11:02:29 AM »

Temp Save
Authors: Fantasist
Version: 2.1
Type: Save Feature
Key Term: Title / Save / Load / GameOver Add-on

Introduction

With this script, the 'Save' option in the menu will do a quick save and take you to the title screen. The next time you load, the quick save is loaded instead of letting the player choose from the save files. Once the quick save file is loaded, it is deleted.

Features

  • Imitates the quick save feature found in many games
  • Saving from menu will quick save and take you to the title screen instead of opening the save scene (and leaves the normal saving only for save points in the game)
  • Works with almost any related script including CMSes, exotic save systems and even encryption systems

Screenshots

n/a

Demo

On demand.

Script

Place this script anywhere above "Main" and below "Scene_Load".
(click to show/hide)

Instructions

In Scene_Title, find the following lines or similar:

Code:
@continue_enabled = false
for i in 0..3
  if FileTest.exist?("Save#{i+1}.rxdata")
    @continue_enabled = true
  end
end

Now add the following lines right after the above code:

Code:
if FileTest.exist?(Scene_File::TEMP_SAVE_NAME)
  @continue_enabled = true
end

Configuration

TEMP_SAVE_NAME: The name (and path if needed) for the temp save file.

TEMP_LOAD_TEXT: The message to be displayed when a temp save is loaded.

TEMP_SAVE_TEXT: The message to be displayed when asking for temp save confirmation.

DISABLE_PROMPT: If this is set to true, the prompt and confirmation windows will be disabled. (Please check Issues!)

Compatibility

   From version 2.0, it should be compatible with almost anything, including exotic save systems, save scenes and even encryption systems.

For scripters: There is nothing like absolute compatibility, so this still has it's limitations:
  • The quick save procedure is only activated when Scene_Save is calledfrom Scene_Menu. You can change that by tinkering with "@temp_save_active" in "Scene_Save" -> "initialize".
  • This script assumes that you're using the Scene_File class for the saving and loading.

Issues

   If DISABLE_PROMPT is activated, while loading or saving a quick-save, there will be 2 sounds of button press instead of 1. Actually, it is the sound of button press and the sound of saving and loading. Fixing this means losing a lot of compatibility (since v2.0), so I have no intention of doing that unless I get an idea which retains compatibility.

Credits and Thanks

  • Fantasist, for making this script
  • dmoose for requesting this script
  • Hadeki for requesting the improvements

Author's Notes

If you have any problems, suggestions or comments, you can find me at:

 - http://forum.chaos-project.com
 - http://quantumcore.forumotion.com

Enjoy ^_^
« Last Edit: July 05, 2009, 07:28:12 PM by Fantasist » Logged

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« Reply #1 on: February 24, 2008, 11:03:52 AM »

good job I saw this on your forum a request by Dmoose it's a nice script Happy
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« Reply #2 on: February 24, 2008, 11:49:37 AM »

ty Nortos :D

I have an idea, I'll mod the Scene_File to handle quick-load (pressing continue will open the loading screen, but you'll be shown a dialog where you chose to quickload or not. If not, you're returned to the title screen. Technically the same effect, youre forced to use the quicksave file, but it's more compatible. Hm... I'll do it sometime, it prevents conflicts with other scripts which mod Scene_Title's def main.
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« Reply #3 on: February 24, 2008, 12:06:17 PM »

sounds good I'm looking forward to it atm I'm making a HUD for my game of gold playtime location ect and it appears for 5 or so seconds every time you come back to scene_map say after a menu or battle or if an input is pressed
« Last Edit: February 24, 2008, 12:06:49 PM by Nortos » Logged

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« Reply #4 on: February 24, 2008, 12:39:58 PM »

when will be the net update btw? Just chuck in another few scenes, update your scripting work, and if there's lot of updates in features, and if you don't want to call it a second demo, call it a tech demo Wink
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« Reply #5 on: February 24, 2008, 01:18:37 PM »

Oh!! Can you adjust Stormtronic CMS? Just remove the Save scene with the Temp save scene instead.. xD
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« Reply #6 on: February 24, 2008, 05:25:40 PM »

i don't understand what it dose...
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« Reply #7 on: February 24, 2008, 07:35:33 PM »

i don't understand what it dose...

Read there...

Temp Save
Version: 1.1
Type: Save Feature

Introduction

With this script, the 'Save' option in the menu will do a quick save and take you to the title screen, which will have a 'Quick Save' (or any word you like) option instead of 'Continue'. On loading a quick save, the quick save file is deleted after loading the game.

Features

  • Imitates the quick save feature found in many games
  • Saving from menu will quick save and take you to the title screen instead of opening the save scene (and leaves the actual saving only for save points in the game)
  • The 'Continue' option in the game becomes 'Quick Load' (or any text you want) when you're taken to the title screen after a quick save

If you play games like Breath Of Fire, if your choose to save from the menu, it will make a temp file,once its load, its gone.
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« Reply #8 on: February 24, 2008, 11:03:50 PM »

yeah Mums would be easy to mod storms cms with this
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« Reply #9 on: February 25, 2008, 01:22:58 AM »

This is nice...
I've always thought that quick-saves were a good feature to have in your games...
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« Reply #10 on: February 25, 2008, 03:22:22 PM »

Quote
If you play games like Breath Of Fire, if your choose to save from the menu, it will make a temp file,once its load, its gone.
Right you are, and not to forget, it basically forces you to use the quick save instead of the save files.

@mum: Mod coming up in my next post.
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« Reply #11 on: February 27, 2008, 03:00:44 AM »

How about you just have the game save a backup of all the game data into the RAM, rather than saving? It'll be 10x faster and non-abusable (you know my history with save files...)
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« Reply #12 on: February 27, 2008, 02:38:10 PM »

RAM as in Random Access Memory? That's way beyond my level! hm, or do you just mean to use, say, a global to dump all data instead of a marshal file? Like this?:

Code:
$temp_save_data = [$game_system, $game_party, $game_screen.....]

But that would get erased when the user exits the program, I want the file to stay for when the user reopens the project later.

@mum: I just realized STCMS is one of the only (probably the only) CMS where I need to mod a part of my script for everything to work right. Here's what you need to do:

1) Search for 'class Scene_Menu', scroll down for 'when 6' and find this line:
Code:
@scene = Scene_CMSSave.new

2) comment that line and add 'quick_save', it should look like this:
Code:
quick_save #@scene = Scene_CMSSave.new
(commenting only for backup reasons, not necessary)

3) Make a new slot and paste the following (or paste this below everything in the temp save script instead of making a new slot):

(click to show/hide)

Now, arrange the scripts in this order:

 - Temp Save
 - Temp Save fix for STCMS (if you put the above code in a new slot)
 - STCMS

It will work.

@Bliz: Does STCMS have a recognizable global (like $stcms)? I didn't find one...
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« Reply #13 on: February 27, 2008, 02:56:23 PM »

Code:
# for compatibility
$stormtronics_cms = 5.2
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« Reply #14 on: February 27, 2008, 03:11:56 PM »

Shit, bad Bliz, BAD! I searched, and double checked for $stcms! *goes makes this script compatible with STCMS*

Say, how far back does this go? Do I use
Code:
if $stormtronics_cms

or do I use
Code:
if $stormtronics_cms >= 5.2

EDIT: Wait! Not so fast! When I place this above STCMS, it doesn't work! And when I place it below, it messes up STCMS. That's it. I'll come up with version 2 in an hour.

@Bliz: Is it a good idea to mod Scene_Title to show 'Quick Load' instead of continue or do I mod Scene_File instead? Modding  Scene_File is more compatible, but what would you prefer? Not technically, but what would you think will be cooler?
« Last Edit: February 27, 2008, 03:23:47 PM by Fantasist » Logged

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« Reply #15 on: February 27, 2008, 03:32:14 PM »

Scene_File, then you wouldn't even need to check the compatibility of STCMS.

If you use the first you only check whether STCMS is installed, the second one would make a version requirement as well.
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« Reply #16 on: February 27, 2008, 03:40:42 PM »

Scene_File for v2 then Happy

Quote
If you use the first you only check whether STCMS is installed, the second one would make a version requirement as well.

I know, I meant to ask if even really old versions have that global, where 'when 6' is 'when <num>', that is to say in older versions, 'Save' is not the 7th file. Cause if I use the first one, I can make it compatible with older versions too. but now that I think about it, I don;t see why one would prefer using an older version of STCMS...
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« Reply #17 on: February 27, 2008, 03:55:31 PM »

I think 5.1 was the first to have that.
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« Reply #18 on: February 27, 2008, 04:01:17 PM »

Cool, I'll go with only recognition and not version recognition.

Hey, KCG uses a module for recognition constants, right? Why don't you adopt that method too?
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« Reply #19 on: February 27, 2008, 07:32:16 PM »

Because checking whether a module exists or not is a pain. Tongue I put big configs into the BlizzCFG module now, but I always use a global variable for recognition. Simply easier that way.
« Last Edit: February 27, 2008, 07:34:43 PM by Blizzard » Logged



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