Original Source
- Original title: [Ace] Autosave calls with MOG_Scene_File_A
- Original author: Schplee
- Original date: March 21, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/ace-autosave-calls-with-mog_scene_file_a.38050/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Hi, I was wondering if any clever scripters could lend a hand with this problem. I am having trouble getting Todds autosave to work nicely with the Atelier MOG_Scene_File_A savescreen GUI. The Atelier script has custom variables for time, location and other data. Todds script just creates a generic save file without these data. So when MOG_Scene_File_A tries to display the null data, it runs an error message. At least I think that's what's happening.
Archived First Post
The Atelier script has custom variables for time, location and other data. Todds script just creates a generic save file without these data. So when MOG_Scene_File_A tries to display the null data, it runs an error message. At least I think that's what's happening.
At the moment I've changed the Atelier error handler to display a simple AUTOSAVE message. It looks the part, but it's clumsy. You are defaulted to that file index and are able to overwrite it with a new save.
I'm not good with coding so I'm hoping someone can help me solve this ugliness. The two solutions I can think of would be;
1/ Find a way to get Todds script to run the data gathering from Ateliers' script. So that it saves with all the expected variables.
2/ Alter Mogs script to disable saving to the first slot, and begin with the second slot selected instead.
The relevant scripts are;
- MOG_Scene_FILE_A (from the Master 10 Demo)
- DT's Autosave
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