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Multiple save files 2.2

1,224
Posts
10
Years
Heyo! Absolutely awesome script! It works perfectly in my game, but i seem to be having some problems with the Save screen.

I'm not the best with scripts but i think i know, somewhat, how i could go about fixing it.
In short: When saving, it puts the "Pokédex" text the same row as "Save File:", cutting of the actual save file number and makes the save windows very wide.
I'd post a screenshot but it seems i havent reached the post-requirement for that yet ;)

If you know, and could help me with this, that would be great. I'll admit ill just screw things up if i start fiddling with the code myself.

Sorry about that, I guess I never checked that. Find this part in PokemonSave, and add the thing I've colored red.
Code:
if $Trainer.pokedex
      loctext+=_INTL("Pokédex<r><c3={1}>{2}/{3}</c3>[COLOR="Red"]<br>[/COLOR]",textColor,$Trainer.pokedexOwned,$Trainer.pokedexSeen)
    end

<br> is the code for a line break in text, that's all it needed.
 

MrVokan

Developer of Pokémon FireRedux Overhaul
13
Posts
9
Years
Code:
if $Trainer.pokedex loctext+=_INTL("Pokédex<r><c3={1}>{2}/{3}</c3><br>",textColor,$Trainer.pokedexOwned,$Trainer.pokedexSeen) end
<br> is the code for a line break in text, that's all it needed.
Thanks! Figured it was something like that ;)
 
1,224
Posts
10
Years
Update thanks to MrVokan's suggestions

Includes:
Now finds your last saved/loaded file to use automatically.
Now can help prevent files from being copyied for games with GTS systems
 

MrVokan

Developer of Pokémon FireRedux Overhaul
13
Posts
9
Years
A great improvement over the previous version :D Great work as always.

Some of the users on my forum have been testing it a bit and as far as we can see, there arent any obvious problems or much needed improvements.. yet ^^,

Only problem we've found is that after compressing the game in an encrypted archive through rpgmaker, the game becomes unable to find the seed.dat file inside the archive.
 
1,224
Posts
10
Years
A great improvement over the previous version :D Great work as always.

Some of the users on my forum have been testing it a bit and as far as we can see, there arent any obvious problems or much needed improvements.. yet ^^,

Only problem we've found is that after compressing the game in an encrypted archive through rpgmaker, the game becomes unable to find the seed.dat file inside the archive.

I updated PokemonLoad, let me know if that fixes it.
 

MrVokan

Developer of Pokémon FireRedux Overhaul
13
Posts
9
Years
I updated PokemonLoad, let me know if that fixes it.

Close but no cigar ;)

Code:
Script 'SpriteWindow' line 2166:Errno::ENOENT occured.

No such file or directory - Data/Seed.txt
 
1,224
Posts
10
Years
Close but no cigar ;)

Code:
Script 'SpriteWindow' line 2166:Errno::ENOENT occured.

No such file or directory - Data/Seed.txt

Try one more time, just a typo on my part I'm pretty sure. I assume the same thing happens for the loading last saved, but I think I fixed that as well.
 

MrVokan

Developer of Pokémon FireRedux Overhaul
13
Posts
9
Years
Try one more time, just a typo on my part I'm pretty sure. I assume the same thing happens for the loading last saved, but I think I fixed that as well.

Yea you nailed it this time ^^
Nice work.
 
423
Posts
13
Years
  • Age 37
  • Seen Aug 31, 2023
im getting

Exception: NameError
Message: uninitialized constant PokemonLoad::LongTextsArrays
PokemonLoad:625:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:869:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'
Main:85
Main:84:in `loop'

error when starting a new game scripts added are the pokemon contest edits and thats it
 
1,224
Posts
10
Years
im getting

Exception: NameError
Message: uninitialized constant PokemonLoad::LongTextsArrays
PokemonLoad:625:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:869:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'
Main:85
Main:84:in `loop'

error when starting a new game scripts added are the pokemon contest edits and thats it

I forgot to remove those before uploading the fix for compressed games. Removed them now, try again.
 
423
Posts
13
Years
  • Age 37
  • Seen Aug 31, 2023
ok now getting this error :(

Exception: TypeError
Message: no implicit conversion from nil to integer
PokemonLoad:2557:in `srand'
PokemonLoad:2557:in `pbStoreSaveSeed'
PokemonLoad:639:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:867:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'
 
1,224
Posts
10
Years
ok now getting this error :(

Exception: TypeError
Message: no implicit conversion from nil to integer
PokemonLoad:2557:in `srand'
PokemonLoad:2557:in `pbStoreSaveSeed'
PokemonLoad:639:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:867:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'

Change the line
Code:
pbStoreSaveSeed($game_variables[99])
to
Code:
pbStoreSaveSeed($game_variables[99]) if RESTRICTSAVEACCESS

Updated in the main script.
 
1,224
Posts
10
Years
oh i just added == were srand showed and it works

You have security settings turned off, so that works fine for you I guess. But it won't for anybody using it or who may use it in the future.

When you don't have $SAVESEED defined,
Code:
Kernel.srand == $SAVESEED #=> false

Which will prevent the security features from working as intended, and stop people from playing their games. You could also have added
Code:
return if !RESTRICTSAVEACCESS
to the beginning of the method and it would do that same thing as my fix.

Bad, and somewhat messy, programming practice, but
Code:
Kernel.srand $SAVESEED
is the same as
Code:
Kernel.srand($SAVESEED)
 
423
Posts
13
Years
  • Age 37
  • Seen Aug 31, 2023
oh fair enought i'll fix later not too important at the moment as long as it works for now
 
423
Posts
13
Years
  • Age 37
  • Seen Aug 31, 2023
ok so added the fix you gave and set RESTRICTSAVEACCESS = true
but when using GTS each save file maintains the same online id isnt RESTRICTSAVEACCESS = true meant to stop that or have i misunderstood?
 
1,224
Posts
10
Years
ok so added the fix you gave and set RESTRICTSAVEACCESS = true
but when using GTS each save file maintains the same online id isnt RESTRICTSAVEACCESS = true meant to stop that or have i misunderstood?

What it's meant to stop is the player from making copies of their files and playing as that, since if they get a shiny in one game then they could normally just copy over their save file and get multiples. Which isn't a problem in a normal game, but with a GTS it kind of like cheating. I haven't formatted it specifically to work with a GTS script if that's what you mean, you'll have to change the id assigning in that script to something different. I assume it stores your id to your game's save file, and not one external place? If not, I would set it up to do so.
 
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