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SAVE PROBLEM IN SPECIAL GAME OVER

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Hello, How are you all today ?
I began a new game on RPG Maker VX Ace and I put in a script ( and with the help of a principal event) which allows to create a game over as we want on the map ( mine is with a choice between yes and no : the second bring the gamer to the scene title and the first to the sceneload and with a save we return where we save the last time).
But the problem with the yes is that there is no save in the saveload, we can just get out of the scene load and the gamer is blocked on the map of the game over.
So is one of you knowhow I can create a condition which verifies if there is saves : to more explain if there are saves, the game call the sceneload and if there aren't the game call the scenetitle and so the player isn't blocked if there is no saves.
Or else if it's impossible, is one of you know how I can force my game to save at a moment ( for example after the "opening" of the game) without download bar and without destroy the savesalready existing)
Thank you in advance for your help and sorry for the faults ( I'm French and not very goodin English.)
Good Bye
Marrend
Guardian of the Description Thread
21806
I'm not sure how you set up this menu option, but, I think the condition you want to check against might be similar to how the title screen verifies that a save file exists.

class Window_TitleCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Get Activation State of Continue
  #--------------------------------------------------------------------------
  def continue_enabled
    DataManager.save_file_exists?
  end
end

How this translates that into what you want to happen will differ, depending on how this menu is called. For example, if this menu is called with event-commands, you could probably use the Conditional Branch event-command, choose the Script option, then fill in "DataManager.save_file_exists?" as the value to compare against. If you're using Scene_Gameover, and adding a window-menu to it, you can probably use the same method Window_TitleCommand uses to disable the "Continue" option...

class Window_TitleCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(Vocab::new_game, :new_game)
    add_command(Vocab::continue, :continue, continue_enabled)
    add_command(Vocab::shutdown, :shutdown)
  end
end

...keeping in mind what the continue_enabled method does.
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