- Joined
- May 24, 2023
- Posts
- 674
Well, being honest, I should have checked it when I downloaded it instead of just looking at the code.
Hello, I apologize for the inconvenience caused.It's not the only possibility, but it's a good guess! Thanks for going above and beyond by double-checking.
Oh, I see. Well, I find it quite weird that this plugin got mentioned at all because of one of my plugins but I'm glad that the problem was solved.Hello, I apologize for the inconvenience caused.
The issue didn't come from your specific plugin.
The problem was related to one of the other plugins created by @LinKazamine .
However, it has been fixed now, and the plugins can work together.
Thank you for your help! You all do an outstanding job!
I think it's understandable, since the error message mentions Auto Multi Save but not the other plugin. I'm glad you showed up in this thread! Thanks for your help.Oh, I see. Well, I find it quite weird that this plugin got mentioned at all because of one of my plugins but I'm glad that the problem was solved.
I think that commenting out these four lines should do the trick (marked with blue on the left side here):It is mentioned in the description about removing the option to select the save file when saving, but I cannot seem to find how to do that. What would I need to change?
Thank you. That did the trick.I think that commenting out these four lines should do the trick (marked with blue on the left side here):
View attachment 21192
It is planned. I think you're close to the first to request it though, so it wasn't a high priority to me. I don't know how long it will take yet, but I'll look into it.hello is a version 21.1 planned?
Okay, let me know the day you release itIt is planned. I think you're close to the first to request it though, so it wasn't a high priority to me. I don't know how long it will take yet, but I'll look into it.
That's a very interesting problem. Can you show me your event code? At least the parts that are relevant to the timer. I can do some sleuthing about. I guess the timer info must be stored in a variable that's set to load before you even select the file, so it's pulling from your latest save automatically.Hi, thanks for the amazing script.
So, I came to the problem, when you set up an event with a timer, and then saved ( or auto save ) the timer will become for all save files, so if you loaded another save file the timer will just pop up, I can prevent the player from saving while the timer is ticking but I wonder if there is a way around it.
thanks for the response.That's a very interesting problem. Can you show me your event code? At least the parts that are relevant to the timer. I can do some sleuthing about. I guess the timer info must be stored in a variable that's set to load before you even select the file, so it's pulling from your latest save automatically.
You are correct, thanks. I updated the link incorrectly recently. It's fixed now, I think.Hey- I'm using V20.1, but I keep getting an incompatibility error and the game won't run. I'm not really adept at scripting, but I noticed the main .rb file states it's using V19.1 ? I've double checked that I downloaded the V20.1 link. Would it be possible that you accidentally have the V19.1 file uploaded instead of the V20.1?
I've listed the error messages below.
(Console message)
WARNING: Plugin 'Auto Multi Save' may not be compatible with Essentials v20.1. Trying to load anyway.
Exception `NameError' at [Auto Multi Save] Auto Multi Save.rb:37 - uninitialized constant Events
(Pokemon Essentials message)
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]
Error in Plugin: [Auto Multi Save]
Exception: NameError
Message: uninitialized constant Events
Backtrace:
[Auto Multi Save] Auto Multi Save.rb:37:in `<main>'
009:PluginManager:653:in `eval'
009:PluginManager:653:in `block (2 levels) in runPlugins'
009:PluginManager:643:in `each'
009:PluginManager:643:in `block in runPlugins'
009:PluginManager:634:in `each'
009:PluginManager:634:in `runPlugins'
387:Main:28:in `mainFunctionDebug'
387:Main:18:in `block in mainFunction'
015:Errors:80:in `pbCriticalCode'
The first thing I would try would be to delete the load_in_bootup for game_system and see how that shakes out. It's possible this could cause some other issues which I didn't see, but I think it's worth trying:
it's ok i disabled the ability to save in the event.The first thing I would try would be to delete the load_in_bootup for game_system and see how that shakes out. It's possible this could cause some other issues which I didn't see, but I think it's worth trying:
View attachment 23890
Did you follow the complete guidance for altering your pause menu?(V20.1) So I think I found a minor glitch. Either that, or I somehow screwed up the code and forgot I did it.
When you choose to quit the game, the save file choice says "cancel" instead of "Quit without saving". It functions properly, but the fact that it says "cancel" could make players go "Oh I changed my mind, I don't want to quit I'm gonna cancel" and then accidentally quit the game, all without saving. I managed to jury rig a solution, near the plugin's code:
" exiting ? _INTL("Quit without saving") : _INTL("Cancel") "
Change the "exiting" portion to "$exiting",
Then in Pokemon Essentials' interior code in the UI_PauseMenu section right under
" if pbConfirmMessage(_INTL("Are you sure you want to quit the game?")) "
Add the line:
"$exiting = true"
For future updates I recommend including both "cancel" and "Quit without saving" options instead of a code that interchanges them. That way, maybe if all save slots are full, the player can still cancel out of the option without quitting the game.
The last line in particular should accomplish what you're expecting.I recommend altering your pause menu to quit to the title screen or load screen instead of exiting entirely.
-> For instance, just change the menu text to "Quit to Title" and change$scene = nil
to$scene = pbCallTitle
.
-> You may need to also add aSaveData.mark_values_as_unloaded
right before setting $scene.
-> If you changescreen.pbSaveScreen
toscreen.pbSaveScreen(true)
here, it will also change the UI behavior slightly for clarity.
exiting
into a global variable is the right answer.